Clawbug wrote:Well, just see how you use your mouse when you move. You aim towards the direction of your movement, as far as you can aim, to see further and to spot the enemies as fast as possible. With the Soldat-like mouse you don't need to change the aiming habbit at all. I have no intention to try to make the game Soldat-alike, I used to play Soldat for many years, in competitive level with some actual success, got enough of that game long time ago.
I only aim in the direction I'm moving in about half the time on Teewars. Yes, in Soldat it really is the way you describe, most likely because the maps are large and don't have as much vertical room, but Teewars is a lot more chaotic and the movement is not as easy to predict. A lot of the time you can't be sure which direction enemies will come from, while on Soldat you really do have your allies behind you and your enemies in front of you more often than not.
Clawbug wrote:IF the idea is to make as unique game as possible, by trying to do everything in different way, then the approach is wrong IMO. If you see something seems to work well for the other product, why not to try to use it, and see if it works better than the current system? Besides, if the approach was to stay away from other games and not to be a clone, then why to even take 2D shooter with gravity and fast gameplay - copied from Soldat(which were taken from Quake, Liero, CS etc., which have countless actual direct clones). Thus the "This is no Soldat" sounds very strange to me.
The developers have said in the past Quake was a source of inspiration, but they never mentioned Soldat. I would say it's very possible you see Teewars as a copy of it only because you've played the game extensively. This thread in the Community News forum didn't come up with all that many games that resemble Teewars:
http://www.teewars.com/forum/viewtopic.php?id=773
Mat wrote:KRD: dynamic camera increasing ur veiw radius and it IS very important in TW (dont say to me that knowledge of enemy location isn't important thing ).
It's by far not as important as it is in Soldat. At least if you're playing on an interesting map that allows attacking from more than one direction. And while the dynamic camera lets you see further in one direction, it cuts the view off on the other end, which is a really bad idea if you're playing against more than one opponent.
Anyway, Matricks already said he doesn't mind experimenting with the way the dynamic camera works. I'll stick with my static camera, though.