SUGGESTION: Enable fully shared unit control

Talk all you want about Island Defense here.

Enable full shared unit control?

Poll ended at Fri Dec 06, 2013 1:01 am

Yes
14
78%
No
4
22%
 
Total votes: 18

User avatar
Marked
Treant Protector
Posts: 575
Joined: Tue May 21, 2013 9:16 pm
Location: The darkness
Has thanked: 2 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby Marked » Wed Aug 14, 2013 3:20 pm

Full share allows for people who are AFK to continue to play the game and support others while not being there via someone else given control. Say I build an enhanced tower base at euro and seacow can't get in.. Well he will go out and feed more but enhanced won't hold, if I had full control I would give it to someone and they could upgrade my enhanced to supers while I'm not even at my computer anymore playing but the rest of the builders don't have to take a loss.
Got it memorized?
Image

Black_Eye
Basic Tree
Posts: 6
Joined: Tue Aug 06, 2013 10:11 am

Re: SUGGESTION: Enable fully shared unit control

Postby Black_Eye » Wed Aug 14, 2013 3:35 pm

Well thats true but maybe you shouldnt go afk for 10 mins as builder? Someone else isnt either.

User avatar
Marked
Treant Protector
Posts: 575
Joined: Tue May 21, 2013 9:16 pm
Location: The darkness
Has thanked: 2 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby Marked » Wed Aug 14, 2013 5:38 pm

Sometimes unexpected things come up and you're brought to the real life because it's more important that one ID game, but others are playing and if they have the opportunity to fix things since you are busy with IRL which is expectable always then they should be able to have full control.
Got it memorized?
Image

Black_Eye
Basic Tree
Posts: 6
Joined: Tue Aug 06, 2013 10:11 am

Re: SUGGESTION: Enable fully shared unit control

Postby Black_Eye » Wed Aug 14, 2013 7:51 pm

Thats true but you seem to ignore what is important to the majority of the communti, the feederboard is gone.
+ the games where you lose because someone has to go afk are maybe 1 out of 100.
But in the 99 other cases you just denie us the feederboard.
=> It should not be inside the cfg of the pub bot. Maybe add an option to the priv hostbots.

Burn
Protector of Nature
Posts: 2588
Joined: Thu May 02, 2013 6:29 am
Location: Clan BTI @ East
Has thanked: 18 times
Been thanked: 54 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby Burn » Thu Aug 15, 2013 2:32 pm

Pros & cons of the feeder board?

Pros:
1) See how much you fed so you don't feed as much.
2) For players to feel good about themselves.

Cons:
1) People will flame feeders.
2) New players will be less reluctant to play the game from extra flaming which ID already has enough in a competitive game.

Burn wrote:[spoiler=]Advantages of full shared unit control:

1) Take over afkers.
2) Basically the same as -builder command without the guy leaving or abuse kicking if you become an observer - with a few downsides like not being able to buy from shops. (bug?)
3) More micro and better teamwork for both minions and builders.

The only downsides I can think of are :

1) Multibox and/or bandodgers have more leeway to ruin the game, as if one builder isn't enough to ruin the game (maybe double the builders, double the fun?). Also, not to mention that multibox is bannable already so this disadvantage is redundant.
2) Replaces feeder board with the shared unit's resources. (Everyone was okay with 3.0.6e having no feeder board, it's pretty much just mainly used for flaming purposes anyway)[/spoiler]


Feeder board isn't really that important.

-Burn

Black_Eye
Basic Tree
Posts: 6
Joined: Tue Aug 06, 2013 10:11 am

Re: SUGGESTION: Enable fully shared unit control

Postby Black_Eye » Thu Aug 15, 2013 4:10 pm

Well not really feeders get flamed even without feederboard.
I dont mind new players but I do mind stupidity. Some of them dont want any help
nor do they listen to real advice and the feederboard just allows to analyze your own
play better.

User avatar
teller55
Donator
Posts: 3229
Joined: Sun Jul 01, 2012 6:15 pm
Location: Wisconsin, US
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby teller55 » Thu Aug 15, 2013 5:35 pm

The leader board issue is fixable in the map. If @Neco is interested, I can get him the code that is used in the swat aftermath map to fix it.

User avatar
Marked
Treant Protector
Posts: 575
Joined: Tue May 21, 2013 9:16 pm
Location: The darkness
Has thanked: 2 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby Marked » Thu Aug 15, 2013 7:14 pm

Well It sounds good, full control is great addition, just have to wait half a hear for neco to respond.
Got it memorized?
Image

User avatar
aRt)Y
Protector of Nature
Posts: 13142
Joined: Fri May 03, 2013 9:15 pm
Has thanked: 10 times
Been thanked: 174 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby aRt)Y » Thu Aug 15, 2013 7:23 pm

Means: Disable it until neco added the code and released beta map.
    Information, Rules, Guides and everything else you need to know about ENT is on the ENT Wiki.
      Ignorantia juris non excusat • Quis custodiet ipsos custodes? • Fallacy of composition

TimmyTheTauren
Donator
Posts: 799
Joined: Sat Apr 21, 2012 6:43 pm
Has thanked: 1 time
Been thanked: 7 times

Re: SUGGESTION: Enable fully shared unit control

Postby TimmyTheTauren » Thu Aug 15, 2013 9:09 pm

Means: Not a huge deal we can leave it on and survive till new version.
Spoiler!
Image

User avatar
teller55
Donator
Posts: 3229
Joined: Sun Jul 01, 2012 6:15 pm
Location: Wisconsin, US
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby teller55 » Fri Aug 16, 2013 12:47 am

aRt)Y wrote:Means: Disable it until neco added the code and released beta map.
Is there an ETA on this? How long does it normally take between versions? (There's usually a new Swat version every 2-6 months, which is why I'm asking). I heard there is a lot of stuff that needs fixing and stuff, so I know it might take some time, but I'm just curious if there was a tentative release date in the next few months?

User avatar
Neco
Treant Protector
Posts: 818
Joined: Thu May 16, 2013 2:13 am
Location: New Zealand
Has thanked: 73 times
Been thanked: 54 times

Re: SUGGESTION: Enable fully shared unit control

Postby Neco » Fri Aug 16, 2013 12:52 am

busy with job / life / university right now.

leaderboard super easy to fix (already implemented in latest editor version) just ugly.

words.

If you want my attention then just include my name in your post like teller did and I get an email about it.

Reply will be pretty much instant as I have to read all my Uni emails every second of the day...
Former Editor of Island Defense - ENTID Rules

Burn
Protector of Nature
Posts: 2588
Joined: Thu May 02, 2013 6:29 am
Location: Clan BTI @ East
Has thanked: 18 times
Been thanked: 54 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby Burn » Sat Aug 17, 2013 7:48 am

Iirc full shared unit control is turned on, I just played a few games where Pongu killed my feeder board. Haven't really tested out the function yet though.

EDIT: @uakf.b Apparently someone took it back off again. Ent pls.
EDIT2: Also, ENTID is down. :/

-Burn

Burn
Protector of Nature
Posts: 2588
Joined: Thu May 02, 2013 6:29 am
Location: Clan BTI @ East
Has thanked: 18 times
Been thanked: 54 times
Contact:

Re: SUGGESTION: Enable fully shared unit control

Postby Burn » Tue Aug 27, 2013 4:58 am

@uakf.b @art)y Guys? Just had another two games yesterday that full shared unit control would be epic... The community needs it!
More like...I need it...
-Burn

uakf.b
Staff Department
Posts: 7829
Joined: Sun Apr 08, 2012 10:37 pm
Has thanked: 8 times
Been thanked: 125 times

Re: SUGGESTION: Enable fully shared unit control

Postby uakf.b » Tue Aug 27, 2013 5:47 am

It was enabled, then disabled AFAIK
dWFrZi5i -- 'cause I'm cool like Agreements


Return to “Island Defense”

Who is online

Users browsing this forum: No registered users and 26 guests