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Article #456

Re: PARALLAX: things descent *really* needs

#456
From: car... John Caruso
Date: Mon, 30 Jan 1995 16:41
23 lines
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In article <3gj0ct$l...@vixen.cso.uiuc.edu>, mike j. kulas wrote:
>
>: Maybe reflecting the shot off of the invulnerable ship's body, potentially
>: hitting other enemies as well :)
>
>Problem is, some of us think it should be impossible to tell, some don't.

For those that do, tell them to take cloaking as an example.  You can
still see another player while they're cloaked (though only faintly).
Even if you don't notice them, once they shoot you know they're there
but not there, hence cloaked, hence you'd better either find them or
run like hell.  So even though cloaking is a big advantage it's not
completely unfair.  But invulnerability is just a cheap kill, because
there's no way to tell.  It takes away from the skill in the game.

I like the reflecting shots idea as well, although it would depend on
how visible the reflections are (especially at a distance).

----------------------------------------------------------------------
 John Caruso               \   On the surface he seems sensible
 car...@paradiso.umuc.edu   \   But underneath the logic is crazy...
 caruso@UMUC (Bitnet)        \      -- Mark Burgess
----------------------------------------------------------------------
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From: car...@nova.umuc.edu (John Caruso)
Newsgroups: comp.sys.ibm.pc.games.action,alt.games.descent
Subject: Re: PARALLAX: things descent *really* needs
Date: 30 Jan 1995 11:41:39 -0500
Organization: University of Maryland University College
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