Author Topic: Better handling of spawn attacks  (Read 1434 times)

Ishmaru

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Better handling of spawn attacks
« on: 24 April 2012, 16:11:15 »
Hi trying to use spawn attacks, I noticed these things wrong with how they are handeled:

1. You can spawn units when attacking your own units or allies. This can allow for constant 'reinforcements' to be spawned for free.

2. Spawned units do not take any consumeable or static resources. They should still consume food or deduct from static resources such as population cap resource in annex.

3. Units are spawned instantly the moment the attack is iniciated. I believe that units should spawn according to the attack start time tag as if it was a projectile to match with units attack animation.

For me the first two are very important fixes. Perhaps an <attack-ally-spawn=FALSE /> + <apply-resource=true/> tags could be used incase anyone wants to use old method?

Thank you!
« Last Edit: 22 September 2012, 17:41:08 by tomreyn »
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titi

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Re: incorrect handeling of spawn attacks
« Reply #1 on: 25 April 2012, 12:32:25 »
For me especially 3) is important! If its like you said, 2) is definitly buggy too ...

Number 1) is something I am not so sure about, because  you can attack your own units with every attack .
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Ishmaru

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Re: incorrect handeling of spawn attacks
« Reply #2 on: 25 April 2012, 12:43:51 »
1. It should at least be toggleable.

Think of Mr wars Alliance faction for Scifi pack. He has buildable aircraft Carriers which attack spawn fighter jets. You could easily just have your aircraft carriers fly to a hidden location, target eachother and have infinite free reinforcements. At least if you attack spawn on enemies they will see them and can retaliate.
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will

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Re: incorrect handeling of spawn attacks
« Reply #3 on: 25 April 2012, 17:28:38 »
I believe that a spawned unit should attack the target or self-destruct at the position the attacked unit died at.

That a spawned attack unit is autonomous is a fundemetal flaw, imo

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Re: incorrect handeling of spawn attacks
« Reply #4 on: 25 April 2012, 17:38:22 »
There should be a limit on the number of spawned unit at any one time per producing unit (so say 8 fighter jets per carrier), with options on how to handle them when the limit is reached (ie, destroy oldest and spawn new one, dont spawn, etc..). Also, maybe those spawned units should blow up if the producing unit is destroyed.
And perhaps limit the range at which such spawned units can travel away from their producing units.

Those spawned units should be different then say real produced units (ie a Carrier that launches fighter jets shouldn't be considered the same as the Summoner unit that produces units from the magic faction).

Ishmaru

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Re: incorrect handeling of spawn attacks
« Reply #5 on: 26 April 2012, 03:20:06 »
I believe that a spawned unit should attack the target or self-destruct at the position the attacked unit died at.

That a spawned attack unit is autonomous is a fundemetal flaw, imo

I like that you can control them as a regular unit, but i do agree that their default action should be to target same enemy as what the parent targets. But i think the option of manual control is good too.

There should be a limit on the number of spawned unit at any one time per producing unit (so say 8 fighter jets per carrier), with options on how to handle them when the limit is reached (ie, destroy oldest and spawn new one, dont spawn, etc..). Also, maybe those spawned units should blow up if the producing unit is destroyed.
And perhaps limit the range at which such spawned units can travel away from their producing units.

Those spawned units should be different then say real produced units (ie a Carrier that launches fighter jets shouldn't be considered the same as the Summoner unit that produces units from the magic faction).
If such a thing is implemented then let it be optional things like spawned units dieing when producing unit dies, and range limits would really mess what i want to do up.

Having a limit to number of spawned units sounds good though.

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Re: incorrect handling of spawn attacks
« Reply #6 on: 22 September 2012, 17:39:55 »
What's the state of this? Should this be considered a bug (or multiple), lacking features / feature requests, or should some functionality be disabled which is now considered to be insufficiently mature for a release?
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Ishmaru

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Re: Improper handling of spawn attacks
« Reply #7 on: 22 September 2012, 19:41:47 »
Leave it as it is now. Annex uses this functionality (as well as other mods) and i found a way around issues. Someday I would like this to be expanded on, but its ok the way it is now.

Ok to clarify, I believe that this feature needs further expanding upon, but  and this feature is fine enough as is for next nelease. Core functiony works as needed so please dont dissable it...
« Last Edit: 22 September 2012, 21:03:08 by Ishmaru »
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