View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001098 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Nov 5, 2010 1:30 am | Nov 18, 2010 10:21 am | |
Reporter | Foogsert | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.025 | ||||
Fixed in Version | 4.037 | ||||
Summary | 0001098: Remove Enclave Starship Gun | ||||
Description | Removing the gun would allow the ship to go into FRD (and thus, build FRD ships) without making it rush over to it's own doom, it would also stop it from breaking cloak if something wanders in range. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
parent of | 0001473 | resolved | Chris_McElligottPark | Enclave Starships Mk II through IV still have guns. |
has duplicate | 0001447 | resolved | Chris_McElligottPark | Neinzul Enclave Starships difficult to use as spacedocks |
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what if they HAD a gun, but it had bonuses of 0 to everything? *slightly* hackish, but it would stop it from attempting to shoot stuff while still leaving it in with combat selected units |
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That reminds me of a story where during the development of some World-War-2 RTS (forgetting the name) they realized that they had coded it such that they absolutely had only two teams, and no unit could not be on one of those two teams, and those two teams were always hostile to each other. But for some reason they _had_ to have some neutral units; like, for instance, a cow wandering through a field. So they stuck it on one of the teams. But units would auto-target and shoot it. So they made stuff not auto-target harmless stuff. But the cow kept running away because it had no weapon. So they gave the cow a pistol. Then the cow would shoot people. So they made the cow's pistol start with no ammo, and not be reloadable. And all was well. |
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So.... is that a yes? |
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[Quote author=keith.lamothe] So they gave the cow a pistol. Then the cow would shoot people. [/Quote] Now I would of paid money to see that! Cow: I TOLD U TO EAT MOR CHIKEN, NOW U DI! Sorry for the psuedo BBCode. |
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Lance, I'm still intending to provide a more robust solution for mobile deployers like enclaves (and potentially transports, etc). Taking the guns away isn't the solution ;) |
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Well, one (obvious, perhaps) way to do it is to add another button to the interface right next to the pause and loop button that toggles whether or not built ships are put in FRD mode. |
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That naturally requires additional under-the-hood data being tracked on the starship itself, and logic for built ships to copy that flag, etc. The whole thing requires significant thought. |
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but.. this way is the most insignificant thought idea i could come up with.... :D |
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Giving it long range gun would at least keep it out of trouble. Every hostile enclave ive seen has died far faster than its swarm has. |
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I'd rather it have its current gun (or no gun!) than a long range gun; I use the Enclave ships with Cloakers, hide them in some corner of the planet where I can produce ships without the Enclave being dumb and shooting someone to reveal itself. There's no way to separately toggle weapons and production (that I know of... is there some kind of separate "hold fire but stay in normal power mode" command?)... which means my Cloaked Enclave trick would be even harder to pull off. |
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Done! |
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Given the comment chain, I'm not sure exactly what that means is done but, frankly, I'll be happy with any change which makes these things less too-fiddly-to-bother-with any more! |
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The offending starship was loaded into a skeet-launcher and deployed in the middle of a TF2 king-of-the-hill match. Done. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 5, 2010 1:30 am | Foogsert | New Issue | |
Nov 9, 2010 8:19 pm | Lancefighter | Note Added: 0003109 | |
Nov 9, 2010 8:25 pm | keith.lamothe | Note Added: 0003111 | |
Nov 9, 2010 8:35 pm | Lancefighter | Note Added: 0003112 | |
Nov 9, 2010 8:46 pm | TechSY730 | Note Added: 0003114 | |
Nov 9, 2010 8:56 pm | keith.lamothe | Note Added: 0003115 | |
Nov 9, 2010 9:08 pm | Toll | Note Added: 0003123 | |
Nov 9, 2010 9:10 pm | keith.lamothe | Note Added: 0003124 | |
Nov 9, 2010 9:21 pm | Lancefighter | Note Added: 0003126 | |
Nov 9, 2010 9:28 pm | TheDeadlyShoe | Note Added: 0003132 | |
Nov 14, 2010 12:36 am | Nypyren | Note Added: 0003424 | |
Nov 14, 2010 12:36 am | Nypyren | Note Edited: 0003424 | |
Nov 18, 2010 9:54 am | Chris_McElligottPark | Note Added: 0003872 | |
Nov 18, 2010 9:54 am | Chris_McElligottPark | Status | new => resolved |
Nov 18, 2010 9:54 am | Chris_McElligottPark | Fixed in Version | => 4.037 |
Nov 18, 2010 9:54 am | Chris_McElligottPark | Resolution | open => fixed |
Nov 18, 2010 9:54 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 18, 2010 9:54 am | Chris_McElligottPark | Relationship added | has duplicate 0001447 |
Nov 18, 2010 10:16 am | zebramatt | Note Added: 0003874 | |
Nov 18, 2010 10:21 am | keith.lamothe | Note Added: 0003876 | |
Nov 24, 2010 3:52 pm | zebramatt | Relationship added | parent of 0001473 |