Re: Missiles 2.0 - a worked example

Randy Buchanan

I have not worked through the example in detail yet but am very interested in Leland's observations about the apparent mismatch between looking at the missile performance within the game turn but not that of the target, which seems to enable the missile to reach the target sooner than it should conceptually.  Phil, maybe you are saying that is part of the design decision to make this workable without breaking every element of every game turn down into an extremely small number of ticks, in which case so be it but it does seem to make missiles a bit OP based on Leland's comments.  


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