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Rage post: air need fixes

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Date Editor Before After
10/1/2013 2:48:49 PMCArankPxtl before revert after revert
Before After
1 -1 for tone. File a bug, don't rant insultingly. These are volunteers, remember? 1 -1 for tone. File a bug, don't rant insultingly. These are volunteers, remember?
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3 Now, as for the issues - this is coming from the Spring engine itself. The ZK team works hard but they're limited by what the C++ developers who build the Spring engine do, and those guys are doing an even-more-thankless volunteer job than the ZK devs. The rearm/refuel system is heavily hard-coded into the engine, as is the bomber behavior. 3 Now, as for the issues - this is coming from the Spring engine itself. The ZK team works hard but they're limited by what the C++ developers who build the Spring engine do, and those guys are doing an even-more-thankless volunteer job than the ZK devs. The rearm/refuel system is heavily hard-coded into the engine, as is the bomber behavior.
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5 The old approach was to have the factories automatically eject the units to make sure they were clear of the lab. I've seen units get stuck even in the land labs once in a rare occasion and need to get manually ordered out. They may have to bring back the "eject" button. 5 The old approach was to have the factories automatically eject the units to make sure they were clear of the lab. I've seen units get stuck even in the land labs once in a rare occasion and need to get manually ordered out. They may have to bring back the automatic eject, but iirc plane behavior is finicky and it might not work for those.
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7 From a gameplay side, I think the air pad's redundancy with repair-zones may need to end - cowardice/repair-zones are the way to define "return here to get repaired", separate from the air-pad rearm functionality. 7 From a gameplay side, I think the air pad's redundancy with repair-zones may need to end - cowardice/repair-zones are the way to define "return here to get repaired", separate from the air-pad rearm functionality.
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9 The game may need some lua hacks to work around this issue - wrecks within the factory footprint could be instantly auto-reclaimed for "free". Airpads could be replaced with a simple "refuelling field" that refuels the planes as soon as they enter its range - a hack, would lose the nice land/takeoff animation, but would fix the problem (although you'd have a new problem with planes flying off before they reach 100% health). 9 The game may need some lua hacks to work around this issue - wrecks within the factory footprint could be instantly auto-reclaimed for "free". Airpads could be replaced with a simple "refuelling field" that refuels the planes as soon as they enter its range - a hack, would lose the nice land/takeoff animation, but would fix the problem (although you'd have a new problem with planes flying off before they reach 100% health).
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11 The bomber behavior where they lose their target lock and then do a flyover instead of a bombing-run? I don't think there's much that can be done for that one. Don't lose your target lock. 11 The bomber behavior where they lose their target lock and then do a flyover instead of a bombing-run? I don't think there's much that can be done for that one. Don't lose your target lock.