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Closed / Re: [SUGGESTION] [PLAYER] [SEEKING INPUT] Changing RR affects next interval
« on: January 28, 2016, 05:03:44 PM »Interesting use case for the delayed RR-change.Yes this case, requires the thinking...turn it down 1 Lem before your goal.
My gut feeling is that your case will occur far less often than this: We want to spawn exactly n lems very quickly, then make it slow immediately. This is the typical situation where I produce 1 lem too much with the NL method. But I am not well-versed in level design to judge how often these would occur.
If the NL regulars prefer the delayed RR change, I don't care too strongly to push the idea further. It's also easier for namida not to write any code to convert replays.
-- Simon
But in this case both methodes require (the same) precision (right after Lem X/Y turn it down), it's just the thinking that is diffrenent (and this can be adopted by the player): The next spawn will be slow / it's right now slow again.
(lil chat out of IRC here )
<IchoTolot> I see the advantages of both, your method prob a bit easier to understand for beginners the other one offers a benefit in handling tight timings for advanced players
<SimonMath>hmm
<IchoTolot>but as this is not a very complicated mechanic (and prob obvious how it works after a few uses) I must give the point to the better handling
Any way to ease the precision in some points is valuable! And the more common scenario just requires adapting a thought with no precision disadvantages.