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Showing content with the highest reputation on 06/14/2018 in all areas

  1. Slightly off-topic here, but from a designer's POV it really goes to show that making your software easily expandable (or you could say "modable" in this case) is really hard and has loads of tiny pit falls like that one.
    1 point
  2. Indeed, i want players to have the 1.0 speed button as the standart feeling of the aircombat. Just imagine you would start with the 0.5 and have to switch every time.
    1 point
  3. If you want I can send you all the maps I have made so far, with list of things needed.
    1 point
  4. Sure, you just need to copy over all assets you need, and redirect the submaps layouts to them. Pretty easy.
    1 point
  5. It'd definitely be cool if that could happen, but it's a huge amount of work even if there was a straightforward way to design it (e.g. what do you do when the other player is doing a mission you're not involved in)?
    1 point
  6. it is something that happens in games where the weapon has a range greater then the users LOS, for gameplay reasons LOS is restricted..but in order to give some long range weapons the correct feel, they have a range longer then a soldiers sight IRL people can see quite a bit further then the ranges shown in this game...actually, barring a obstruction or lack of light, we can see all the way to the horizon..beyond a certain distance our vision blurs and things become practically unidentifiable, but they don't just vanish. (in order to assist with long range optical indentification, various optics like scopes and binoculars can be used, turning a dot on a hill into a lighthouse) now when firing at something far away that isn't identifiable (but has an unobstructed straight line of sight to it) it is definitely still possible to aim your weapon. so I can't say I agree with your reason you should only be able to snap/burst at it
    1 point
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