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[q]nook warning could indicate if warhead is allied or nah. [/q]
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1 |
[q]nook warning could indicate if warhead is allied or nah. [/q]
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2 |
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3 |
FW fixes this by removing the warning for allied launches [u]entirely[/u]. It took some conditioning to learn "no warning == allied launch", but it seems to have worked quite well so far. Some additional UI work could be added to warn players of incoming allied nuclear threats for extra reinforcement.
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3 |
FW fixes this by removing the warning for allied launches [u]entirely[/u]. It took some conditioning to learn "no warning == allied launch", but it seems to have worked quite well so far. Some additional UI work could be added to warn players of incoming allied nuclear threats for extra reinforcement.
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This results in the following behavior:
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This results in the following behavior:
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6 |
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7 |
Allied launch:
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Allied launch:
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- Nuclear launch sound
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- Nuclear launch sound
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- No additional sounds
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- No additional sounds
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- No GUI warning
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- No GUI warning
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Enemy launch:
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Enemy launch:
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- Nuclear launch sound
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- Nuclear launch sound
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- "Warning: Nuclear threat detected" advisor sound
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- "Warning: Nuclear threat detected" advisor sound
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15 |
- GUI nuke alert displayed.
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- GUI nuke alert displayed.
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- Potentially revealed nuclear silo/missile silo. (later added)
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- Potentially revealed nuclear silo/missile silo. (later added)
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I specifically did this because I found the nuke warning to be distracting in team games when it was an allied nuke (See @katastrophe's post) and widgets can easily watch allied command queues/etc for launch behavior. I considered this an unacceptable attention sink and removed it in v0.20.36 (June 10th, 2021).
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I specifically did this because I found the nuke warning to be distracting in team games when it was an allied nuke (See @katastrophe's post) and widgets can easily watch allied command queues/etc for launch behavior. I considered this an unacceptable attention sink and removed it in v0.20.36 (June 10th, 2021).
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20 |
[q]When your team launches a nuke, it should automatically start a resign poll so that the other team cannot resign, and must take a nuke in the face.[/q]
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[q]When your team launches a nuke, it should automatically start a resign poll so that the other team cannot resign, and must take a nuke in the face.[/q]
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22 |
Meme "suggestion" or not, removing player agency and forcing them to sit through 20-30 seconds of potentially chainable events is just pure terrible design. Players are the lifeblood of a video game. Their will/attention should be respected. If the majority of the collection of players want to stop playing they should be granted that wish. Abuse their attention/agency, and you will lose it from frustration.
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Meme "suggestion" or not, removing player agency and forcing them to sit through 20-30 seconds of potentially chainable events is just pure terrible design. Players are the lifeblood of a video game. Their will/attention should be respected. If the majority of the collection of players want to stop playing they should be granted that wish. Abuse their attention/agency, and you will lose it from frustration.
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24 |
Ultimately
this
is
a
question
of
"do
you
want
a
few
second
frustration
from
a
single
player
not
getting
to
watch
their
shiny
toy
they
spent
the
entire
game
stealing
reclaim
from
allies/noncontributing
or
do
you
want
multiple
people
to
have
multiminute
long
frustration
from
having
to
deal
with
a
bs
system
that
has
robbed
their
ability
to
make
a
decision
to
quit
the
game
en
mass
and
start
a
new
game"
--
one
of
these
options
has
a
far
higher
likelihood
of
players
quitting.
This
is
a
selfish
wish
being
honest:
the
allies
on
the
team
gain
no
benefit
from
watching
the
nuke,
enemies
gain
negative
benefit
being
forced
to
watch
and
unable
to
resign/end
the
game
they
think
is
over,
and
the
only
one
who
benefits
is
the
one
who
made
the
nuke
who
gets
an
internet
picture.
Nothing
of
value
is
gained
here.
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24 |
Ultimately
this
is
a
question
of
"do
you
want
a
few
second
frustration
from
a
single
player
not
getting
to
watch
their
shiny
toy
they
spent
the
entire
game
stealing
reclaim
from
allies/noncontributing
or
do
you
want
multiple
people
to
have
multiminute
long
frustration
from
having
to
deal
with
a
bs
system
that
has
robbed
their
ability
to
make
a
decision
to
quit
the
game
en
mass
and
start
a
new
game"
--
one
of
these
options
has
a
far
higher
likelihood
of
players
quitting.
This
is
a
selfish
wish
being
honest:
the
allies
on
the
team
gain
no
benefit
from
watching
the
nuke,
enemies
gain
negative
benefit
being
forced
to
watch
and
unable
to
resign/end
the
game
they
think
is
over,
and
the
only
one
who
benefits
is
the
one
who
made
the
nuke
who
gets
an
internet
picture.
The
small
insignificant
gain
here
is
offset
by
the
negatives.
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