Originally posted by Eminence6261
If that's the case, how does adjusting the brightness and noise of the fences according to the distance that it covers sound?
You wanna put a long fence covering a large area? Sure, but the fences will be brighter than the sun and makes quite a bit of noise
Covering only a very small and specfic area(e.g. a door), the fence will be more quiet and less visible. (NOT almost transparent level of visibility)
Want to cover a large area(e.g. Harvester blast door) but want fences to not be so visible? You have to sacrifice 3-4 fences instead of only 2
Now the user is going to get frustrated at the inability to control the brightness with limited space, then you are probably going to suggest to add the ability to adjust the brightness once you have placed a fence.
Also, how as an opponent, do I learn about the different brightness of the fences? How would they tell that the brightness and if the effect have correlation to its impact, and the distance the fences are placed? Also, how does Wittson plan around the effect it would do, since it would be fairly difficult for her to learn the damages and slow effectiveness too?
Now this then place a burden of knowledge on its opponents. They need to know what your ability does, and all forms of it, and how to play around it. This is because it's very difficult to learn what it does immediately, and expect the same result each time.
In short, it's overly complex for little to no gain. One of the first rules of design; Keep it Simple Stupid. A simple character tha...
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