Hi all,
Here is yet another slightly upgraded/transformed datainterfaces
directory, and questions as usual:
- Do we need any more datainterface classes? It seems to me that
everything is covered (more or less, but enough classes to handle
everything).
- How are we going to handle reserved time units when users change
weapons? If you put away your RH weapon while in "TUs reserved for aimed
shot" mode, and have enough TUs to aimed fire your LH weapon, not even a
warning happens? And if there is not enough TUs to do that, then mode
switches to "plain move"? what if this happens in the equipment screen?
- Could dummy ICarriables be used in IAircraft's personnel assignment?
Say, we create a "representative" item for any soldier/HWP assigned to a
craft and then merrily use the ICarrierContainer's placing handlers?
- Do aircraft weapons have damage types (maybe helping to differentiate
between beam and missile weapons), or all damage is created equal?
- How will alien psionics be coded, since they don't have to use objects
to do psi?
- Will we stick with the original "aimed fire 1 shot, snap fire 1 shot,
auto fire 3 shot" model, or implement different ammo usage (see auto
cannon/minigun discussions on the forums)?
centurion |