3) Make sure you doesnt take 8000 direct hits and 200 circles to kill a Raider
Taking advantage of slide and glide helps prevent this.
I was referring to the lag. In BtRL it was absolutely pointless to play in Multiplayer. There was more chance of the Earth to stop spinning than one of your rounds who actually hit the Raider to register it.
A lot of people deny it, but folks, besides the arrogance of some of the Devs in BtRL, the PRIMARY reason why the community fell apart was due to the endless circling, which was as a direct result of none of your hundreds of DIRECT HITS actually registering, which was a direct result of the multi-player lag.
Having founded and headed the biggest BtRL gaming clan, I talk from experience.
The only people who argued the endless circling was the person's own choice were usually the people who played it 24 hours a day and actually managed to get so good that even with the horrible lag they were able to compensate and actually manage kills.
But most of us dont have a lifetime to spend on a computer game to get to the point where we can actually beat the lag and get good enough at it to enjoy it.
So it is my biggest advice to the Diaspora Devs to consider the net code and lag possibly the most important issue if you actually want to create and sustain an online multi-player community.
If you only are interested in the single-player community, then the lag is not an issue. But some of the most successful games in history are those who had re-play value in multi-player like StarCraft and Diablo, long after their single-player aspects were dead.
And for anyone who wants to argue with me (I just have a feeling), please dont. This is just my opinion. This is why I personally quit playing BtRL. This is why the 9th Battlestar Group (biggest BtRL clan besides The Cylon Base) died.
I am only telling you this to help you.
Just my 2 cents,
Adalla