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attribute "immune to magic" for some unit(s)

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I saw a pack or Rapiers, and recalled female units from WC3 that are immune to magic.

Magic - slow down, spidermonkey's web, disarm, may be something else...

Paralyze may be in separate attribute...

Newton's and Sumo's rays definitely should not be counted as magic.
+0 / -0


9 years ago
All units are immune to magic. However they are not immune to sufficiently advanced technology.
+19 / -0
9 years ago
Next cloakybot unit -> Wizard; throwing fireballs, abusing gravity and summoning glaives.
+1 / -0
Skasi
RUrankHuj, ZK's design goals are:
"Reduction of needless complexity. (Simple economy, *armour system* etc...)
Transparent damage system with *no armour system. Weapons deal equal damage to all unit types*."

Granted there's a few exceptions with damage modifiers against shields and weapons that can hit a single unit multiple times (dgun), but generally the rule are there.


quote:
All units are immune to magic. However they are not immune to sufficiently advanced technology.

Clarke's third law:
"Any sufficiently advanced technology is indistinguishable from magic."
+3 / -0

9 years ago
That's why dgun is a monstrosity that should be changed. (deal a flat 50% damage to units for instance)
+0 / -0
We have units which are immune to some forms of magic:

Dante and Pyro are immune to fire.
All jumping units are immune to telekinesis while using their Jump spell.
All ground units are immune to being targeted by the AA targeting magic.
Some units are still immune to slow (e.g. their functions are not affected by it) - for example, Radar doesn't scan slower when slowed.
+3 / -0
Skasi
quote:
Dante and Pyro are immune to fire.

Can be removed, there's no need for that.

quote:
All jumping units are immune to telekinesis while using their Jump spell.

Bugfix exists as a modoption.

quote:
All ground units are immune to being targeted by the AA targeting magic.

Can probably be removed as well - just give AA a minimum angle.

quote:
Some units are still immune to slow (e.g. their functions are not affected by it) - for example, Radar doesn't scan slower when slowed.

Slow can be removed as well. It's a very funky and chaotic thing and not really important to the gameplay. Impulse weapons are more interesting and can achieve similar things.


That said, buildings and terrain/water/projectiles/mapfeatures/etc are immune to gravity. This will be fixed in Spring 200.0
+1 / -0
quote:
All ground units are immune to being targeted by the AA targeting magic.

Can probably be removed as well - just give AA a minimum angle.



Oooh, so that's the way to get rid of those pesky skydusts/DDMs


quote:
That said, buildings and terrain/water/projectiles/mapfeatures/etc are immune to gravity. This will be fixed in Spring 200.0 9001.0
+1 / -0
quote:
All ground units are immune to being targeted by the AA targeting


No, there is a kiddy bug: grounded (even under construction) air units can be hit by AA.
+2 / -0


9 years ago
That's not a bug: grounded planes and gunship are still air units.

Though the tone of your comment suggests you have a fix - PR's are welcome.
+3 / -0
quote:
Dante and Pyro are immune to fire.

Correction: immune to the burning status, fire from flamethrowers and napalm still damages them. Also, Dante is not, Kodachi is.

quote:
mapfeatures are immune to gravity

Correction: they are subject to gravity but not to horizontal forces.
+2 / -0
quote:
Slow can be removed as well. It's a very funky and chaotic thing and not really important to the gameplay. Impulse weapons are more interesting and can achieve similar things.

Slowdown is important but i would prefer it to be removed.
+0 / -0
9 years ago
features are moveable by horizontal forces.
shot wrecks with the leveler sidearm.
+0 / -0

9 years ago
Map features, not features in general. Shoot a rock.
+0 / -0
9 years ago
ah yes. would be this i guess https://github.com/spring/spring/blob/100.0/rts/Sim/Features/Feature.cpp#L557
+1 / -0
Firepluk
9 years ago
RUrankHuj you are drunk, go sleep
+1 / -1
quote:
All jumping units are immune to telekinesis while using their Jump spell.

Impulse jump?

quote:
RUrankHuj you are drunk, go sleep

He isn't drunk. He is just Russian.
+3 / -0

8 years ago
I like the hexproof idea. I think it could add a lot of complexity to the game without adding much complication. ATM magic runs amok, people keep stacking it because there's no downside. We've got quite a few units that have this 'supportish' ability, that are spammed remorselessly because the slows stack etc. I'd love to see a pack of buoys get minced when the slow they rely on can't keep a melee unit back.

You could even have specific immunities (like we already have, see pyro flame above), to tune factory matchups. If hawks were immune to slow that'd make them much better at killing rapiers, which they're supposed to be able to do anyway, but have you seen them 1v1? Having units that are immune to disarm could really breath some life into counterplay to thunderbirds and racketeer.

All this stuff necessarily slows the game down, and often they're part of strategies that can be obnoxious or even painful to play against. I don't think it's unreasonable to have units that sacrifice a little efficiency in order to become immune to specific battlefield dominating effects.
+0 / -0
Thundebirds don't seem that stacking or degenerate. Racketeers are perfectly accurate cheap and reasonably fast-firing artillery and that would be terrifying even if it was not magic.

Other perfect-accuracy artillery or skirmisher units typically have very long reload times (spectre, penetrator), or at least not accurate enough to hit air reliably (wolverine, catapult, firewalker).

That said, there exist units that can shield others and themselves from status effects. Magic that hits a shield bubble does not do its magic. Shields are also perfectly consistent and quite visible in that regard.
+0 / -0