View Issue Details

IDProjectCategoryLast Update
0020275AI War 2Gameplay IdeaJun 30, 2019 2:48 pm
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.769-0.770 Thinking Long-Term 
Fixed in Version0.872 Supply and Control 
Summary0020275: "can tractor while cloaked" ability (for etherjets)
DescriptionThey just aren't the same without that ability... but not every ship should have that ability!
TagsNo tags attached.

Relationships

child of 0020153 feature for later Big list of linked ship mechanics we find interesting. 

Activities

RocketAssistedPuffin

May 21, 2019 6:24 pm

reporter   ~0051712

Last edited: May 21, 2019 6:27 pm

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!

Chris_McElligottPark

Jun 3, 2019 8:29 pm

administrator   ~0051796

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.

RocketAssistedPuffin

Jun 4, 2019 12:57 pm

reporter   ~0051827

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.

RocketAssistedPuffin

Jun 30, 2019 2:48 pm

reporter   ~0051992

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.

Issue History

Date Modified Username Field Change
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