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[VANILLA-L:1182] Re: [VANILLA-L:1181] Re: Suggestion: vector t/p aiming



Quoting Kevin O'Connor <koconnor@cse.Buffalo.EDU>:

[Snip Kevin's Idea]

> Note, this method doesn't stop a ship from "tractoring through" another
> ship - if the pointer is ever put directly over another ship, that ship
> will always be selected.

I actually like this Idea a bit better.  Its a step in the right
direction.

BUT.

This should work well in bronco, I can imagine at least 1 situation
where this will break hockey (I know, I know, this is a Vanilla list,
but its worth putting out). 

*mulls it over for a bit before talking any more*

Actually I recind that.  

I was thinking of the situation of a ship dragging the puck and going
slow enough to keep it real close (Easy to do in a BB).  The puck is
actually bounding back and forth on both sides of you.  Your cursor
can easily be instantaneously on the wrong side.  *at this point in my
train of thought I smack myself for being a dumbass* "Duh! your cursor
is still gonna be pretty damn close to the puck anyway!"

I guess my point is not to make it too vector selective.  I like the
idea of the foci of the ellipse being equidistant on either side of
cursor proportional to cursor distance from ship, but put a lower
bound on that, like a ship width or so.  Often, when I'm dragging the
puck like that, I just put the cursor on top of myself and
pressor. Distance between me and cursor == 0 units.

--Carlos V.

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