I think he means as in where it was more of a point and click type than "Oh ok, they're gonna be there in 30 seconds, send my missiles".
Just played it with Xeno. Pretty lulz.
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Well, short of modding, or shrinking the lane substantially, it would be hard to improve shot speed. Yes, I sorta agree on that. But there are ways to think ahead to counter that.
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Theoretically, you could tell which direction it's moving with a mobile grid and just accelerate it with a move unit in x direction, but I don't know if it's easy or even possible to have that many mobile grids...
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No, I mean reaction to a collision speed, I don't mind having to aim a little bit to hit a moving target
That's one of the things that makes this system so fun.
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I could increase collision detection speed to 1/12 second if I wanted. But the lag becomes pretty substantial then.
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Ah, so it comes down to lag again... Perhaps a way to select it at the beginning?
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Add an high lat / low lat like switch to the map
?????
That's not a bad idea, actually.
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Is the system based off of a count-down of death counts? Then it would be easy to implement, just change how high or low it is reset to after it checks.
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Well it's not that simple, but close. The movement detection needs to wait certain amounts of time to correctly determine if a projectile moves or not. Slow it down, and projectiles won't get to leave the Starports.
I'd need to add extra triggering to accommodate that, in other words.
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Well, as long as it's not too hard, it could make the map a lot better.
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Well I don't know about that either. I actually
did try tightening up the hit detection, and what I found was that projectiles couldn't get to "pierce" large object chunks as well, which in effect meant that only half of the hit radius of a projectile damages surrounding units, and thus it takes twice as many shots to hit large objects to the same effect.
Of course, I could just have rebalanced the difficulty of levels to accommodate that, too. But I got lazy.
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Meh, whatever, I don't mind too much, but what I do mind is how BattleCruisers are so slow that sometimes they are removed as soon as you create them. Maybe give them a bit more delay?
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Yeah, I could increase their delay, but I can't really do anything about their speed. At least they're powerful enough to compensate for their sluggishness, though, I hope.
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Well, I use them, like on the Leroy Jenkins level they're great to get some extra minerals, but the Numa Numa level thwarts me every time in 1-player, the units are too separated for one player to beat!
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Hmm. I'll have to replay that level to see if my balance adjustments messed it up. Later, though. I did manage to beat it with Science Vessels and BCs, though.
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Really? I've kept on trying to beat it, but I can't seem to get it, the BCs just don't knock out enough to make them worth it, and I don't get enough money to make enough science vessels
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Um, if you have BCs then you should have the tech for Sci Ves as well. Or do you mean gas?
Well, just build as many starports as humanly possible.
I'll replay the level again and see what I can do to adjust its difficulty.
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Yeah, I meant gas, and I had 5 Starports by that time... It's not so hard multiplayer, just when your playing solo, in fact, it's an easier level in multi-player.
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Just download and played it...quite a good map, but I feel like this is probably not half as good as Rush...
and lol never knew someone as great as Tux goes on 4chan! A great map is great!
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