Open BurkusCat opened 5 years ago
Huh now this seems interesting...
I was looking through the wiki for the 4 new operators as well and saw that some operators don't really counter, but add a benefit of helping others. Such as Doc and Oryx, or finka and buck.
Adding synergies to the operator factory is not an issue, but how would you propose the UI to look, considering that there are three levels of synergies?
In my opinion, 6 buttons just doesn't look nice, but of course may be the easiest
I need to look at how the code works and see how the js files work with the D3.js on presenting the lines.
My assumption is that, counter types determine what "relationship nodes" should show up on the screen based on some css rules?
In my opinion, 6 buttons just doesn't look nice, but of course may be the easiest
I would see this working a mode you could toggle between. Something like this? That way, you've only got the 3 filter checkboxes in each view and the graph will be much easier to follow. We may only want the "Strong Synergy" and "Light Synergy" checkboxes if there aren't that many synergies in the game (there are a lot of counters so it makes sense to divide it up into 3). I will be working on issue #117 soon which should reduce the clutter on smaller screens.
The counters that get shown are determined by the filterDataByCounterLevel
method. Currently, it takes in hard, soft, and minor...then filters the JSON data.
I think it would be quite cool to see all of the attackers linking together and a separate group of all the defenders linking together. 😁
Yes that would be cool indeed! I like the three synergy toggle switch idea. Lots of synergies to consider.
There are a lot of synergies to consider outside of powers as well. Such as Glaz having synergies with operators that can equip smoke grenades. Flanking operators synergizing with operators that can equip bulletproof cameras along with Valkyrie, Maestro, Mozzie.
I will assign this to myself. It may be a while though.