View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024265 | AI War 2 | Gameplay Idea | Dec 23, 2020 3:05 pm | Feb 22, 2022 2:54 pm | |
Reporter | Chris_McElligottPark | Assigned To | |||
Status | feature for later | Resolution | open | ||
Summary | 0024265: Weapon targeting restrictions | ||||
Description | Instead of making certain weapons IDEAL for various ship types by having bonuses, etc, I want to have more things like the "only targets small ships" that include things like "only targets ships with max combined health of X" and whatnot. One of the main early use cases for this will be a secondary gun for the botnet golem that lets it shoot large ships (without a zombifying effect at all) and thus defend itself in certain situations where it is now weak. | ||||
Tags | No tags attached. | ||||
related to | 0020153 | feature for later | Big list of linked ship mechanics we find interesting. |
|
One question I had myself was whether you could put the tx<2 to the zombification effect instead of the weapon damage. If so, you could get away with the single gun and just not allow zombification for units below 2 tx. |
|
Well, zombification will only work on certain things, regardless. We absolutely could do that. But the problem is target selection. If we want for the main gun to effectively target things it can zombify, it has to mostly shoot at those things. When the available targets change a lot in a rapid time (for instance something large coming through a wormhole first, then lots of other little things that can be zombified), how do you best handle that situation? In a lot of respects, I don't like leaving that up to the autotargeting or even to player micro, because people wind up feeling disgruntled. "That encounter would have been won if the autotargeting was smarter or I was a faster clicker." So while targeting is already a really challenging (but largely solved) problem, I do like to throw it a bone by just outright eliminating things that are likely to be bad choices. In this sort of regard, this is why I'd rather have two guns that each are specialized in what they do and limited to what they can shoot. Right now the zombifier gun actually can shoot some things that it can't zombify, but it prioritizes things that it can zombify majorly. And a lot (but not remotely all) of things that it cannot zombify it is not allowed to shoot. The other big gun for it would ideally be something that shoots only stuff that can't be zombified, and that are a certain amount beefy in terms of health, so it also has a really clear role in battles. That way a player can look at an opposing force and think about if the two gun will be sufficient for the mixed enemy forces they see, but they don't have to wonder if there are going to be appropriate cross-allocations of things between enemies. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 23, 2020 3:05 pm | Chris_McElligottPark | New Issue | |
Dec 23, 2020 3:53 pm | Chris_McElligottPark | Relationship added | related to 0020153 |
Dec 23, 2020 4:06 pm | ArnaudB | Note Added: 0060151 | |
Dec 23, 2020 7:43 pm | Chris_McElligottPark | Note Added: 0060153 | |
Feb 22, 2022 2:54 pm | Daniexpert | Status | new => feature for later |