View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009875 | AI War 1 / Classic | Bug - Gameplay | Nov 6, 2012 11:39 am | Jul 19, 2013 2:08 pm | |
Reporter | HTL2001 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.005 | ||||
Summary | 0009875: Modular ships can kite shots forever | ||||
Description | Specifically, I could use a champion to kite frigate shots endlessly. I suspect its because the shield module has 0 speed. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Ah, Modular system strikes again. As always, anything that effects a module will refer to that module by default, such as, in this case, shield movement speed, rather than the host ship. This has been MANUALLY fixed in many, many cases, and really should have been set up correctly to start with. After all, the missiels go plenty fast enough to hit an immobile shield. Same with the uncloaked weapon modules we used to have, while the ship itself was cloaked. All of it has to be manually patch. |
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Well, how would it of been "correctly implemented". While having all but the displayed stats be "inhereted" from the parent by default would help out some, except for those explicitly overridden (weapon, HP, etc), and having the engine ignore some stats of modules type ships (like speed), that still seems like there would be many holes to fill. |
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True, To a large extent, the problems will be corrected over time. Addmittedly, I probably am overreacting. I do programming, recreationally, and tend to try to plan things out as far in advance as possible, While that would tend to catch things like this, it also tends to deadlock a lot. If I were designing for AI wars, I would have not made a number of units that exist now actual units, or had functionality unrelated to the host unit be seperate. Research shouldn't be bound to to a science vessel, for example, but rather an Interface feature. (or at least I think it should, but it isn't a big deal) Modules would likely be treated as a seperate object type. of which I've seen 6 (Mobile Passive, Immobile Passive, Mobile Attacker, Immobile attacker, Modular Passive, Modular Attacker) Each of those, except, before, for Modular, were treated differently. I know that AI broke somehow when guard posts lacked attacks, like wormhole guard, hence why they got a crappy micro-attack, as a patch. It doesn't actually solve the problem, just hides it. ~Modules ought to be a different type, and for anything refering to a unit, if said unit turns out to be a module (some kind of check, or boolean, or reference to host unit, the third being best I believe) would then refer to the host instead. I could list out all the cases I could think of, but I would miss a lot, and most I know of were already patched. ~Also the inverse is true, like a Cloaker effect, or damage booster hitting the host ship effecting the modules. I'm not an expert by any means, but this is what I think of seeing these problems. The hope being that it will make other people think, and then come up with even better ideas on how to fix/improve things. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 6, 2012 11:39 am | HTL2001 | New Issue | |
Jul 18, 2013 5:04 pm | Ranakastrasz | Note Added: 0033151 | |
Jul 19, 2013 1:07 pm | TechSY730 | Note Added: 0033154 | |
Jul 19, 2013 2:08 pm | Ranakastrasz | Note Added: 0033155 |