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				July 12th, 2004, 06:46 PM
			
			
			
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					Join Date: Jan 2004 Location: twilight zone 
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				 Re: a very small suggestion for the next patch for ryhleh ( devs plz read ) 
 
	IMO, the tricky part is what's involved with the "remembering" aspect of your proposal. I think you underestimate the data structures that'd be needed to do this.Quote: 
	
		| Originally posted by PvK: Sounds easy enough (and fun enough) to code, to me...
   
 The tricky/annoying part would/might be deconflicting incompatible types for the new Groups.
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 In light of what I've previously posted on this subject, were I the responsible dev, I'd first code a basic (and no-cost) "dismiss" functionality (to close the existing hole in the game's design) and then, later, enhance the dismiss functionality (in one or more ways as per various suggestions) in the form of a new "feature" added to that basic function. It's the principle of stepwise refinement. Build complex systems up from simpler ones. It's easier to do than biting off a big task in one chomp. Nibble around the edges ...
 
 EDIT: the "deconflicting" aspect should be an inherent property of the aforementioned data structure(s). IOW, once you've stored all the relevent info regarding the unit(s) to be disbanded, then conflict-resolution should be automatically derived (inherited) from the data structure when you go to apply the event that accesses that data later on. Fundamentals of modern OOD/OOP.
 
 [ July 12, 2004, 17:55: Message edited by: Arryn ]
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