QUOTE(Wormer @ Jan 14 2007, 08:57 AM)
Can those lag be caused because of constantly giving order to move parts to the pointer or constantly giving parts to different players?
That's partly it, but there's many possible lag sources within the triggers. I've determined it's not the quantity, so I simply have to narrow down and attempt to eliminate the worst culprits. I'm doing that now.
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Just some things that I thought about... Can the pilot really deploy the mech? It can be more realistic if the pilot just can exit the mech and the mech itself will remain on the place where it was left. For example giving all parts to P12 or just forbitting selecting all of the parts. And even further, what if you could capture left mech?
I've been considering something like this already. My original idea of deploying and redeploying was to seperate the pilot functions from mech functions so the gameplay could stay on track, but that idea only held during the early planning stages and now it probably works out to the opposite of that.
I might decide to do this, in fact. Or at least something close to it.
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Then I thought about destroyed parts... I just thought what if they are destroyed you have to buy new ones? It is more realistic I think. Why can you deploy the whole mech after it was destroyed?
No that was on purpose. I wanted players to freely engage in mech battles without worry about losing money from lost parts. The reason for this is a gameplay one: If building mechs meant little more than operating a complex contraption that is no less risky than simply putting a bunch of spawners or buying an army of deployables and upgrades, what's to make them want to bother with mechs at all then?
At least, that was my worry originally. That too much not be as bad as I'd originally thought. But even still, there are other costs for losing mech parts that aren't as severe but no less effective (lost time, for example). I think I'll stick with those (with some needed modifications, of course).
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By the way, what do you think about reaver chasis? It could be an alternative to the Dreadnaught.
What's wrong with the infested cc?
I personally don't like reavers that much, frankly.
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ADDITION:
And... Oh well, I consider you know it but still... You can fix this unplacable bug near criffs using the fact that moving units to the location where at least one another unit is moves those units regardless to wether there is a criff or not. Just first move your mech and then remove the pilot.
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Unplaceables on cliffs? I thought I fixed those already?