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Anisoptera Games - View topic - Spinners: Losing you game-sales.
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Spinners: Losing you game-sales. 
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Joined: Tue Sep 08, 2015 5:43 am
Posts: 91
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When people see videos of this game they look forward to making ships to fight other ships.

The game engine is beautifully programmed, and the AI pilots like an MGL pro.
The physics engine is beautifully programmed, and the ships/weapons have momentum etc.

Combine the two and you get spinners. Unflyable by human hands and look silly.

Now....you can't blame the players for playing to win...and you can't blame the creator....

HOWEVER
Regardless of what people might say in this forum as a response, regardless of what the creator may think of spinners, I'm seeing people say '' this game engine looks bugged'' when they see the spinners.

Ironically its actually not bugged (crashing) but in fact doing what its told to do.
However
Ships that spin should fall apart after a certain rotational speed.

Why?

Because you are losing sales when people see a video of spinners
and say '' that's stupid, i'm not going to spend hours building a ship and have it destroyed by someone cheating''.

My fix is simple to program.
It won't effect 99% of combat of non-spinner ships.
You will get more sales.

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Last edited by Knightmarez on Wed Sep 09, 2015 6:42 am, edited 1 time in total.



Tue Sep 08, 2015 5:58 am
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Joined: Mon Sep 07, 2015 4:46 am
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By 'spinners', do you mean those ships specifically designed to move around or attack in a spinning motion, or those ships that after being hit heavily start spinning uncontrollably?


Tue Sep 08, 2015 10:46 am
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the ones specifically designed to exploit the extremes of both the AI and physics engine.

With the proposed fix in a tiny % of fights a ship would spin itself to death.
Only ships spinning at frame-rate-chopping-speeds should self destruct.

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Tue Sep 08, 2015 9:27 pm
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Joined: Sun Aug 23, 2015 10:13 am
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I agree, but don't limit them too much. Otherwise it might hurt ships that are designed to move fast but aren't spinners.

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Expect a fancy looking ship or whatnot here soon. :>


Tue Sep 08, 2015 10:19 pm
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Yeah like something spinning to 1 or 2 times a second because it's left wing blew off is ok. but 1000 spins per second?

How about NO

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Wed Sep 09, 2015 6:38 am
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What kind of issues are you running into with spinners? At what P value? With that ship designs? They aren't actually that effective outside of specific tournament formats, or built out of the Sandbox by combining strengths from multiple factions.


Wed Sep 09, 2015 3:30 pm
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The tournaments are where they got a lot of publicity, and its not the good kind.

As previously stated they are basically unflyable by human hands.

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Wed Sep 09, 2015 5:15 pm
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Joined: Wed Feb 26, 2014 2:02 pm
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The only recorded tournaments that I know of have spinners being banned in the next iterations for balance reasons; what tournaments are you watching that aren't?

Who has said that the engine looks bugged? Where?

Why do you consider the sensationalistic red text and thread title necessary?

Do you know that Arthur created special controls and ai just for spinners, so that a player doesn't need the precision of an ai to fly one and so that the ai can better recognize when it is meant to be spinning?


If it isn't already obvious, I am quite biased towards the continued existence of spinners. I like spinners, and don't think that they are losing quite so many sales for Arthur as you seem to think.

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Wed Sep 09, 2015 8:40 pm
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Wed Sep 09, 2015 10:19 pm
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It's out of touch with the common player.
As I said, you can't blame players for playing to win, and you can't blame the creator for doing such a good job.
I highlight in red the important point so people don't have to read every detail, they can get the gist quickly.

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Thu Sep 10, 2015 7:37 am
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