Right when freeze time was introduced, I mapped it to the key that was previously occupied by pause before the existence of freeze time. That still doesn't make me want to go for pixel precise movements.If you're okay with not optimizing time, the freeze-time feature can greatly assist you with pixel-precise placements, for a penalty of 1 second per use.
From what I understand, this kind of cyclic dependency will still work under the system proposed by rt, and be easy to execute. Same with pre-assigning while in air, and I found an original level where use can be made of this to get a 100% solution: Relative Zero, replay attached. (Why can't I attach .clones files?) You first set the white blocker, then play green, white again with the blocker being easy to set correctly, and then red. It uses cyclic dependency, but it wouldn't be detected by the system rt proposed. I couldn't spot a 100% solution without cyclic dependency right now, but apparently it's possible as to ccexplore's score.What about some alternatives to the opening green move that eliminates the timing/position precision? For example, instead of doppel, maybe the green clone molds once over a small gap (and can't lay more than one mold brick due to low ceiling), and the clones are naturally turned around by a wall to the right of the gap? How much of a goal is it to prevent a solution/level like that from working, when it may be fairly easy to repeat the first move of the green group without decohering the blue group?
I think custom levels are the lesser concern here, because if, like in your case, you want to rely on cyclic dependencies, you'll be able to use the Super Synergy mode for that once it has been introduced. If you want to make regular QL levels without relying on cyclic dependencies, you'd have to take care too make all cyclic routes insanely difficult to execute due to pixel precision required to get through coherence detection.
From a theoretical standpoint, in that case it'd be best to allow the player only to choose groups that haven't been played yet (or the one that has just been played, to overwrite the current replay), or clear all replays. That makes it pretty simple, but also sounds inflexible and like a lot of replaying required: problem here is that if you have at least three groups, and want to swap the order between two groups that are not the first one played. The system would require you to replay the first group as well then. So yeah, it doesn't sound like a good idea, though it depends on how frequent the latter scenario is.rt wrote:The effort is not so much to ban cyclic solutions as it is to help clarify the intended method of QL (one group each playthrough with no interference). [...]