View Issue Details

IDProjectCategoryLast Update
0001098AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsNov 18, 2010 10:21 am
ReporterFoogsert Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.025 
Fixed in Version4.037 
Summary0001098: Remove Enclave Starship Gun
DescriptionRemoving the gun would allow the ship to go into FRD (and thus, build FRD ships) without making it rush over to it's own doom, it would also stop it from breaking cloak if something wanders in range.
TagsNo tags attached.
Internal Weight

Relationships

parent of 0001473 resolvedChris_McElligottPark Enclave Starships Mk II through IV still have guns. 
has duplicate 0001447 resolvedChris_McElligottPark Neinzul Enclave Starships difficult to use as spacedocks 

Activities

Lancefighter

Nov 9, 2010 8:19 pm

reporter   ~0003109

what if they HAD a gun, but it had bonuses of 0 to everything? *slightly* hackish, but it would stop it from attempting to shoot stuff while still leaving it in with combat selected units

keith.lamothe

Nov 9, 2010 8:25 pm

administrator   ~0003111

That reminds me of a story where during the development of some World-War-2 RTS (forgetting the name) they realized that they had coded it such that they absolutely had only two teams, and no unit could not be on one of those two teams, and those two teams were always hostile to each other. But for some reason they _had_ to have some neutral units; like, for instance, a cow wandering through a field.

So they stuck it on one of the teams.

But units would auto-target and shoot it.

So they made stuff not auto-target harmless stuff.

But the cow kept running away because it had no weapon.

So they gave the cow a pistol.

Then the cow would shoot people.

So they made the cow's pistol start with no ammo, and not be reloadable.

And all was well.

Lancefighter

Nov 9, 2010 8:35 pm

reporter   ~0003112

So.... is that a yes?

TechSY730

Nov 9, 2010 8:46 pm

reporter   ~0003114

[Quote author=keith.lamothe]
So they gave the cow a pistol.

Then the cow would shoot people.
[/Quote]

Now I would of paid money to see that!
Cow: I TOLD U TO EAT MOR CHIKEN, NOW U DI!


Sorry for the psuedo BBCode.

keith.lamothe

Nov 9, 2010 8:56 pm

administrator   ~0003115

Lance, I'm still intending to provide a more robust solution for mobile deployers like enclaves (and potentially transports, etc). Taking the guns away isn't the solution ;)

Toll

Nov 9, 2010 9:08 pm

reporter   ~0003123

Well, one (obvious, perhaps) way to do it is to add another button to the interface right next to the pause and loop button that toggles whether or not built ships are put in FRD mode.

keith.lamothe

Nov 9, 2010 9:10 pm

administrator   ~0003124

That naturally requires additional under-the-hood data being tracked on the starship itself, and logic for built ships to copy that flag, etc.

The whole thing requires significant thought.

Lancefighter

Nov 9, 2010 9:21 pm

reporter   ~0003126

but.. this way is the most insignificant thought idea i could come up with.... :D

TheDeadlyShoe

Nov 9, 2010 9:28 pm

reporter   ~0003132

Giving it long range gun would at least keep it out of trouble. Every hostile enclave ive seen has died far faster than its swarm has.

Nypyren

Nov 14, 2010 12:36 am

reporter   ~0003424

Last edited: Nov 14, 2010 12:36 am

I'd rather it have its current gun (or no gun!) than a long range gun; I use the Enclave ships with Cloakers, hide them in some corner of the planet where I can produce ships without the Enclave being dumb and shooting someone to reveal itself.

There's no way to separately toggle weapons and production (that I know of... is there some kind of separate "hold fire but stay in normal power mode" command?)... which means my Cloaked Enclave trick would be even harder to pull off.

Chris_McElligottPark

Nov 18, 2010 9:54 am

administrator   ~0003872

Done!

zebramatt

Nov 18, 2010 10:16 am

reporter   ~0003874

Given the comment chain, I'm not sure exactly what that means is done but, frankly, I'll be happy with any change which makes these things less too-fiddly-to-bother-with any more!

keith.lamothe

Nov 18, 2010 10:21 am

administrator   ~0003876

The offending starship was loaded into a skeet-launcher and deployed in the middle of a TF2 king-of-the-hill match.

Done.

Issue History

Date Modified Username Field Change
Nov 5, 2010 1:30 am Foogsert New Issue
Nov 9, 2010 8:19 pm Lancefighter Note Added: 0003109
Nov 9, 2010 8:25 pm keith.lamothe Note Added: 0003111
Nov 9, 2010 8:35 pm Lancefighter Note Added: 0003112
Nov 9, 2010 8:46 pm TechSY730 Note Added: 0003114
Nov 9, 2010 8:56 pm keith.lamothe Note Added: 0003115
Nov 9, 2010 9:08 pm Toll Note Added: 0003123
Nov 9, 2010 9:10 pm keith.lamothe Note Added: 0003124
Nov 9, 2010 9:21 pm Lancefighter Note Added: 0003126
Nov 9, 2010 9:28 pm TheDeadlyShoe Note Added: 0003132
Nov 14, 2010 12:36 am Nypyren Note Added: 0003424
Nov 14, 2010 12:36 am Nypyren Note Edited: 0003424
Nov 18, 2010 9:54 am Chris_McElligottPark Note Added: 0003872
Nov 18, 2010 9:54 am Chris_McElligottPark Status new => resolved
Nov 18, 2010 9:54 am Chris_McElligottPark Fixed in Version => 4.037
Nov 18, 2010 9:54 am Chris_McElligottPark Resolution open => fixed
Nov 18, 2010 9:54 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 18, 2010 9:54 am Chris_McElligottPark Relationship added has duplicate 0001447
Nov 18, 2010 10:16 am zebramatt Note Added: 0003874
Nov 18, 2010 10:21 am keith.lamothe Note Added: 0003876
Nov 24, 2010 3:52 pm zebramatt Relationship added parent of 0001473