Rethink Crazy Wind mode
The “Crazy Wind” mode is certainly a funny and interesting as it allows for new strategies and stuff. “Crazy Wind” means “Wind affects almost everything” (I call it “Crazy Wind”).
But IMO it has some annoyances and glitches which break many strategic aspects:
Land mines on the land may get blown away spontanously, but for some reason, this does not always happen. The behaviour seems to be very unreliable. Sometimes the land mines are blown right at the start of a turn or the match, which sometimes forces the player to do the “mine dance” basically (it rarely has a happy end ). This does not fit well into the strategy aspect of the game, as this makes Hedgewars more like an action game. Another problem with mines being blown away at the start of the game is that it may hurt hedgehogs right at the start which is an instant penalty for the hit teams.
But the thing is, this also does not happen always. Sometimes the mines just sit still even for rather strong wind. I was not able to see some pattern behind this.
My suggestions to clean up this mess:
- Land mines which are resting on the land just sit still and are not affected by wind
- But, once pushed by other forces (e.g. explosions), they are affected by wind, until they have come to a rest again.
Hi, I am a Hedgewars developer.
I think what's simply happening is on the first turn, the mines are still settling into position, so are set to "active"
We could just delay the activation of the "more wind" flag until a small amount of time has gone by, say, a few seconds past the start of the game.
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev