View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028347 | Heart Of The Machine | Bug - Gameplay | May 23, 2024 2:12 pm | May 24, 2024 7:46 am | |
Reporter | mblazewicz | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.516 Attack Plan | ||||
Fixed in Version | 0.518 Expanded Deterrence | ||||
Summary | 0028347: Gameplay - Player units can avoid damage by boarding transport vehicles | ||||
Description | Description: Units can negate any damage they would receive by boarding a blending-in transport vehicle thus allowing them to single handedly defeat enemies several times stronger than them without suffering any damage. Steps to reproduce: 1. Unlock any transport vehicle 2. Engage in combat using any android unit that can board vehicles 3. At the end of your turn enter the transport vehicle 4. Observe that the android didn't receive damage from any opportunity attacks and that the transport wasn't marked as defective | ||||
Tags | No tags attached. | ||||
related to | 0028359 | minor fix for later | Chris_McElligottPark | When using the command mode load into vehicles, it doesn't show attack of opportunity predictions. |
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Adding attachments |
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Ah, crap, I forgot to wrap this part of the boarding process in attacks of opportunity. Great catch. |
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Thanks! I was a worse problem than I thought, too. * Attacks of opportunity are normally only triggered when you move out of the range of attackers, spatially on the map. ** This presented a problem when a vehicle they are moving to is still within range of the attacker. They now are considered to always be moving out of range when boarding a vehicle, and thus the attacks of opportunity always happen if the unit is being targeted and moves to any vehicle. |
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The transport being marked as defective is I think a thing that I don't want to have happen by default. This is a "get to the choppa!" moment, where the units are able to make a daring escape from a raid. If that winds up being unbalanced, then it's possible that I'll have to change that. But with stealth units that can cloak, that same balance issue would be there, regardless. I can't think of any exploits with that, since you get shot up whenever you go to the vehicle now. |
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The immediate balance is probably solved by having the retreating units get shot, but perhaps track suspicion slowly piling up onto a transport, so if you continually use one like this it'll eventually be marked as hostile, but if you leave it a while the suspicion could go away on its own? Or you could get it to cloak to resolve the problem more fancily and presumably at a higher technology level. (I would suggest around 0/4 suspicion with +1 per hostile/deviant entity boarding it, and maybe -1 per 10 turns or so - this would mean you can extract a full team of androids, but only once, and if you do it a second time in short succession the transport gets flagged. They're not cheap but you can replace them so I don't see them as getting flagged as a terrible idea, and honestly thought it was going to happen the first time I used one to extract some deviant-flagged androids from where they'd just taken down a military supply cruiser) |
Date Modified | Username | Field | Change |
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May 23, 2024 2:12 pm | mblazewicz | New Issue | |
May 23, 2024 2:12 pm | mblazewicz | Status | new => assigned |
May 23, 2024 2:12 pm | mblazewicz | Assigned To | => mblazewicz |
May 23, 2024 2:13 pm | mblazewicz | Note Added: 0068546 | |
May 23, 2024 2:13 pm | mblazewicz | File Added: 28347_A.mp4 | |
May 23, 2024 2:13 pm | mblazewicz | File Added: 28347_Save.save | |
May 23, 2024 2:13 pm | mblazewicz | Assigned To | mblazewicz => Jan Kuzior |
May 23, 2024 2:25 pm | Jan Kuzior | Assigned To | Jan Kuzior => Chris_McElligottPark |
May 23, 2024 3:20 pm | Chris_McElligottPark | Note Added: 0068548 | |
May 23, 2024 11:48 pm | Chris_McElligottPark | Note Added: 0068572 | |
May 23, 2024 11:51 pm | Chris_McElligottPark | Relationship added | related to 0028359 |
May 23, 2024 11:52 pm | Chris_McElligottPark | Status | assigned => resolved |
May 23, 2024 11:52 pm | Chris_McElligottPark | Resolution | open => fixed |
May 23, 2024 11:52 pm | Chris_McElligottPark | Fixed in Version | => 0.518 Expanded Deterrence |
May 23, 2024 11:52 pm | Chris_McElligottPark | Note Added: 0068573 | |
May 24, 2024 7:46 am | Darloth | Note Added: 0068586 |