Comments (3)
Yep, enemy's aim should be much worse in nebulas (but it isn't.) On the list of things to do. For that matter, they're probably a bit too sharp-shooter even outside nebula since I added code to lead you when they aim. Seems a happy medium is difficult. Either too easy, or too hard. Difficult to come up with a scheme in which shots are satisfyingly dodgeable sometimes (and not always) and where misses do not just depend on injecting arificial random error with no skill of the player involved.
from space-nerds-in-space.
Outside the nebula, a captain just needs a good helmsmen. Inside should be a bit more random.
from space-nerds-in-space.
Should be fixed by caa7505 -- but may still not be ideal.
from space-nerds-in-space.
Related Issues (20)
- snis_client --monitor option has been broken since the SDL2 conversion
- Bug in show_demon_3d() HOT 1
- {request} web interface single computer host HOT 8
- sudo make install - failing with specified parameters HOT 14
- inconsistencies in help function on comms screen HOT 5
- keyboard mappings and interface design for communications station HOT 9
- scan contact velocity is a single number, should be three HOT 6
- keymap & UI/UX: Science! HOT 3
- UX & keymapping wishlist for engineering HOT 5
- missile launch failure HOT 4
- wishlist item for weapon screen: autofire phaser mode HOT 2
- weapons screen wishlist item: zoom HOT 1
- weapons screen wishlist: target specific systems HOT 2
- weapons screen controls request: phaser wavelength hotkeys HOT 1
- helm controls requests HOT 7
- Allow return to lobby from ESC menu HOT 1
- Allow and display keyboard shortcuts in the quit dialogue
- implement conservation of momentum HOT 9
- Fix libglew1.5-dev installation failure; update related documentation HOT 1
- Compile issue - mathutils.c HOT 2
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from space-nerds-in-space.