[QUOTE=Qhullu;215597]the thing is though, in a fast paced game like et, when playing against players with years of experience, where brink too will eventually end up hopefully. sometimes you need to do things under less than ideal circumstances, and it’s is possible that a context sensitive system, however well designed and implemented, isn’t always better than knowing exactly what happens when you press some button. and the reason for that is context sensitivity.
a context sensitive system needs rules on which it bases its decisions, and all is fine when the situation the context sensitive button is pressed in clearly falls within a certain rule, according to both the player and the computer. but the problems arise in situations where the button is pressed in a situation where it is not clear which rule is in effect, like near the “border” area between two rules, or even when two rules overlap.
(i don’t know much about the classroles in brink on purpose so apologies if this is a crappy example, but it should illustrate the point sufficiently) for example there might be a rule that says that if you press the button when near a teammate, you drop an ammopack, and a rule that says you zip towards a destroyable door if you point at or near it and press the button … it’s possible to imagine a situation where those two rules might overlap at the moment the button is pressed, but how does the computer know if the player pointed at that door on purpose or not?
so to build a context sensitive system which always does what the player wants, it needs to be done in a way that it is never possible for two rules to overlap, and to never have a border they share, which means that there must areas within the game where the context sensitive button does nothing.[/QUOTE]
Read this again!
It is a perfect explanation in what cases a context system might/will screw up.



