View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020275 | AI War 2 | Gameplay Idea | Sep 12, 2018 9:04 pm | Jun 30, 2019 2:48 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.769-0.770 Thinking Long-Term | ||||
Fixed in Version | 0.872 Supply and Control | ||||
Summary | 0020275: "can tractor while cloaked" ability (for etherjets) | ||||
Description | They just aren't the same without that ability... but not every ship should have that ability! | ||||
Tags | No tags attached. | ||||
child of | 0020153 | feature for later | Big list of linked ship mechanics we find interesting. |
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This came up in my thoughts today with an odd addition: It could drain Cloaking Points over time. Then, if I change it so units gain more Points with upgrades, upgrading these make them able to take things farther away before being revealed. I'm not sure what could be done about the possibility of them firing while Cloaked though, thus draining the points at the same rate anyway. I think Classic Etherjets refused to fire? I don't know. EDIT: Apparently this was maybe a thing Pre-Pivot, but oh well! |
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I'm a fan of those ideas. We can certainly add a flag in on ships that says something like "don't fire when cloaked if not under player control" or something like that. |
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Possibly something like that. Might be tricky in places though...don't want to create a scenario where AI Etherjets for instance never attack structures because hey, can't grab it and not meant to shoot while cloaked. The more I think about it, it seems like there'll be more logic needed...all for this one unit mainly. Things like trying to actively chase things it can grab, then to run away with it, not fire on anything if cloaked and currently holding something... Hm, that last bit almost seems like the answer? Since if there are structures only, it doesn't meet the "currently holding" requirement and will attack normally...and if it gets decloaked due to holding something too long, it won't meet that requirement either and will begin firing, which is totally okay at this point because it can't regain cloaking while it's being drained anyway. |
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Turns out this kind of...exists. Somehow they became able to by accident. No special logic, just a slowed reload time so they effectively have their "drain over time". Currently the only other cloaked unit with Tractors is a Ghost Tractor Array, which feels fitting for it anyhow, so no exceptions needed yet. |
Date Modified | Username | Field | Change |
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Sep 12, 2018 9:04 pm | Chris_McElligottPark | New Issue | |
Sep 12, 2018 9:04 pm | Chris_McElligottPark | Status | new => assigned |
Sep 12, 2018 9:04 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 12, 2018 9:04 pm | Chris_McElligottPark | Relationship added | child of 0020153 |
May 21, 2019 6:24 pm | RocketAssistedPuffin | Note Added: 0051712 | |
May 21, 2019 6:27 pm | RocketAssistedPuffin | Note Edited: 0051712 | |
Jun 3, 2019 8:29 pm | Chris_McElligottPark | Note Added: 0051796 | |
Jun 4, 2019 12:57 pm | RocketAssistedPuffin | Note Added: 0051827 | |
Jun 30, 2019 2:48 pm | RocketAssistedPuffin | Status | assigned => resolved |
Jun 30, 2019 2:48 pm | RocketAssistedPuffin | Resolution | open => fixed |
Jun 30, 2019 2:48 pm | RocketAssistedPuffin | Fixed in Version | => 0.872 Supply and Control |
Jun 30, 2019 2:48 pm | RocketAssistedPuffin | Note Added: 0051992 |