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designer_workshop:proposed:unitrangelimits [2014/07/11 07:09]
M57 [A Post Comparing M57s Version of the Feature to one proposed by Korrun:]
designer_workshop:proposed:unitrangelimits [2014/07/11 07:09] (current)
M57 [A Post Comparing M57s Version of the Feature to one proposed by Korrun:]
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 M57 wrote: M57 wrote:
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 I think yours is an excellent solution, and though I'm not convinced, I wouldn't be surprised if it is easier to implement.  Let's do a comparison.. I think yours is an excellent solution, and though I'm not convinced, I wouldn't be surprised if it is easier to implement.  Let's do a comparison..
  
 I'm not sure about one being better than the other visually.  Both of our systems don't HAVE to have a visual counter - mine could work just by hovering over the attacking territory - not to mention that with both of our systems the information could be displayed in the attack pop-up window so players could be sure of conditions before they roll the dice. There could be cues like the dots used in Simulgear to warn players when units can no longer move due to terrain restrictions, etc (although that feature would probably be much more relevant with my system). I'm not sure about one being better than the other visually.  Both of our systems don't HAVE to have a visual counter - mine could work just by hovering over the attacking territory - not to mention that with both of our systems the information could be displayed in the attack pop-up window so players could be sure of conditions before they roll the dice. There could be cues like the dots used in Simulgear to warn players when units can no longer move due to terrain restrictions, etc (although that feature would probably be much more relevant with my system).
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 Mine involves the target territory while yours involves each individual border. Mine involves the target territory while yours involves each individual border.
  
designer_workshop/proposed/unitrangelimits.1405076952.txt.gz ยท Last modified: 2014/07/11 07:09 by M57