could we add in a field type where it pushes both horitontal directions, and another in bother vertical directions? I would like to see this added.
Great idea but I have a few questions:
Where should the creeper inside go? 50/50 could be a problem with odd numbers.
Why didn't you ask for a field that pushes into 4 directions? :P perfect for subcells you don't want creeper in
wait I ment to add one that does push in all directions. It would be benifical.
Quote from: J on October 30, 2011, 01:58:48 PM
Great idea but I have a few questions:
Where should the creeper inside go? 50/50 could be a problem with odd numbers.
Why didn't you ask for a field that pushes into 4 directions? :P perfect for subcells you don't want creeper in
I've thought about this too... I think any creeper inside should stay there, like if it were in terrain. But if the field moves, the creeper should stay there, and disband. like you dug up the terrrain.
They're called pin fields with drip mode on... :P
I think every frame 2 ccc goes out in each direction, no problem with odd numbers because any density less then 10 will disappear. If there's more creeper inside then in the surrounding subcells the creeper would react normally.
sounds good to me
I thought of another field idea. can we have a field that could push in any direction but its random, as of now i could program one to change but it wouldn't be random, i don't know if this is possible but thought it would be cool.
So everyone playing the map exactly the same way would get a different score? Doesn't sound like a good idea....
Quote from: UpperKEES on November 06, 2011, 10:11:22 AM
So everyone playing the map exactly the same way would get a different score? Doesn't sound like a good idea....
perhaps a hash of the map (changes direction every time a new unit is built?)
I think rotating every X frames is random enough, because not many players will be using a stopwatch (or the = key). Most random elements that were still in CW1 have been eliminated and I believe that's a good thing. :)
Aside from spores/phantoms, which regardless of them being a hash of the unit ids (or something constant like that) Still seem a bit wrong to me game-play wise. They actually ignore *good* targets, which aside from the hole in the wall problem, seems like they should chose closer and lesser protected targets.