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|ID||Project||Category||Date Submitted||Last Update|
|0021588||AI War 2||[All Projects] Gameplay Idea||Sep 6, 2019 12:30 pm||Sep 9, 2019 10:29 am|
|Product Version||0.886 Zombie Homebodies|
|Fixed in Version|
|Summary||0021588: Possible new death effect : Spawn Ship Generic|
|Description||Something I thought up on my lunch break and I'm just putting it down for right now.|
No idea about the details, but I'd like to implement a death effect that will be able to spawn any ship, instead of just zombie copies.
I think the implementation will be something like :
If a target is above transformation threshold (death effect damage cap)
Add an array entry to a RefPair<ship, count> kept by the gameEntity_squad
On death, death effect spawns each ship and specified count.
|Tags||No tags attached.|
I think in principle it's not too hard to do something like this
I had something kinda like it long ago, seemingly.
I wonder if this'd allow a form of Viral Shredder...
I think that might need a different solution, I don't see how you would keep track of which fleet things belong to by making this ability a death effect.
In my head, i was thinking that ships would have to be spawned into the loose fleet and then forced into pursuit mode.
I guess it's possible if there's a way to keep two arrays in the same order, or somehow mark ships as belonging to a fleet for when the death effect spawns them.
Like if fleet 1 has a ship that spawns a V-Wing on kill, and fleet 2 has a ship that spawns Shredders, how would you make sure that they end up in fleets 1 and 2 respectively?
Yea, Fleets throws a wrench in the Shredder mechanic.
That Infestor was I think meant to just spawn like a weak drone? Like Broodlings from Starcraft.
I'm not sure this would be a good thing to give to the player. We don't give the player loose ships, or allow the player to add things to a fleet in an unpredictable fashion.
Generally stuff is given to the zombies when the player spawns them with on-death weapons
I had been thinking about "proper parasites" recently, actually. Aka things that give you ships you can control, not zombies.
Thanks to fleets, we actually could keep track of those other "captured whatevers" with ease and make it so that they have a sort of total internal "base strength cap" for the fleet based on the number of parasites or whatever.
The big problem with "proper parasites" in the old game was always that it could give the player kind of unlimited strength just from farming enemies. Fleets have accidentally given us the sort of structure required to where we could get around that if we ever felt like it.
@X4000 - I think the ships were eventually capped in the first game, at a full cap of whatever mark the ship was; so if you had 80 Mk1 V-Wings you couldn't capture another Mk1 V-wing, but you could still capture an Mk2 one.
@Badger - I guess zombie ships would work too? I just had this idea for either a variant of the Hive golem, or a change to the Hive golem itself: The drones' attacks cause 1 tiny grub to spawn when an enemy attacked by them dies, but if the Hive golem itself attacks the ship, it instead spawns a few of them. The grubs would be something with a fast attrition rate, low damage, low hp; basically just there to soak damage and make the Hive golem unique.
I guess having the grubs (or whatever unit spawns from this effect) be a zombie wouldn't change things too much, but I never intended any kind of ship spawned from this to stick around for very long.
||If Chris is okay with giving bonus units to Fleets then don't let me stand in the way!|
Ships were eventually capped to the cap of the ship line in the first game, yes; line plus mark. One big difference in this game is that there's no such concept of a general ship cap, and a bunch of different variant types of ships even of similar types. But the first game was eventually having a problem with some AI types where they used so many different types of ships that you could make a massively strong fleet by just capturing a full cap of a ton of stuff you weren't able to build directly.
Anyhow, as far as extra ship lines works, I'm fine with it, though they'll need to not be tradeable. Basically just something that lets the swap ship lines interface know not to allow trading of them.
|Sep 6, 2019 12:30 pm||wm46||New Issue|
|Sep 6, 2019 12:49 pm||RocketAssistedPuffin||Relationship added||related to 0020153|
|Sep 6, 2019 12:50 pm||BadgerBadger||Note Added: 0052881|
|Sep 6, 2019 12:50 pm||RocketAssistedPuffin||Relationship deleted||related to 0020153|
|Sep 6, 2019 12:51 pm||RocketAssistedPuffin||Note Added: 0052882|
|Sep 6, 2019 12:51 pm||BadgerBadger||Note Edited: 0052881||View Revisions|
|Sep 6, 2019 12:56 pm||RocketAssistedPuffin||Note Edited: 0052882||View Revisions|
|Sep 6, 2019 3:11 pm||wm46||Note Added: 0052887|
|Sep 6, 2019 3:29 pm||RocketAssistedPuffin||Note Added: 0052888|
|Sep 6, 2019 3:31 pm||BadgerBadger||Note Added: 0052889|
|Sep 6, 2019 3:39 pm||x4000Bughunter||Note Added: 0052890|
|Sep 6, 2019 6:01 pm||wm46||Note Added: 0052895|
|Sep 6, 2019 6:58 pm||BadgerBadger||Note Added: 0052896|
|Sep 9, 2019 10:29 am||x4000Bughunter||Note Added: 0052944|