View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005849 | AI War 1 / Classic | Suggestion - Balance Tweaks | Feb 12, 2012 1:59 pm | Feb 23, 2012 4:06 pm | |
Reporter | Spikey00 | Assigned To | keith.lamothe | ||
Status | assigned | Resolution | open | ||
Product Version | 5.024 | ||||
Summary | 0005849: Turrets and paralysis | ||||
Description | Is it intentional that turrets are not immune to paralysis attacks? Although secondary effects like gravity effects (and I think tractors as well) still work while paralyzed, I'd suggest they be made immune. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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If not immune, I think that a percent resistance to the effect would be a good idea, like 80% resistance, so they take only 20% of the duration in paralasis. |
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Actually it would be kind of funny if Gravity Turrets turned off when paralyzed. Not really funny in a good way for us though. |
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I agree, Lol. Paralasis should disable all functionality of a unit. But still, The real issue I have with paralasis, is that the resistance effect is either "Immune", or "Vulnerable", instead of ranging from, "100% resistance" to "50% resistance" to "0% resistance", which would allow things like fortresses or capital ships to actually be able to be paralized, but only for short durations, requiring a massive amount of paralasis time to actually disable them for a short duration. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 12, 2012 1:59 pm | Spikey00 | New Issue | |
Feb 12, 2012 3:06 pm | Ranakastrasz | Note Added: 0018931 | |
Feb 13, 2012 9:56 am | Hearteater | Note Added: 0018974 | |
Feb 13, 2012 12:14 pm | tigersfan | Internal Weight | => Fix Before Major Release |
Feb 13, 2012 12:14 pm | tigersfan | Assigned To | => keith.lamothe |
Feb 13, 2012 12:14 pm | tigersfan | Status | new => assigned |
Feb 23, 2012 4:06 pm | Ranakastrasz | Note Added: 0019688 |