1 |
The timeline is as follows:
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1 |
The timeline is as follows:
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2 |
* Trinity was animated to open and present the missile only when given an attack command.
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2 |
* Trinity was animated to open and present the missile only when given an attack command.
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3 |
* People used this to cause enemy nukes to explode on launch by watching the Trinity and then moving a unit in the way.
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3 |
* People used this to cause enemy nukes to explode on launch by watching the Trinity and then moving a unit in the way.
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4 |
* The repository says I did this with a Dirtbag in 2011 (the Trinity survived, and nukes not dealing self-damage was fixed shortly afterwards).
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4 |
* The repository says I did this with a Dirtbag in 2011 (the Trinity survived, and nukes not dealing self-damage was fixed shortly afterwards).
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5 |
* @Firepluk started using Athenas to block nukes frequently.
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5 |
* @Firepluk started using Athenas to block nukes frequently.
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6 |
* Someone came up with the technique of giving Trinity an attack command then a wait command, making the animation stay in the launch position. This allows nukes to be launched with no wind-up.
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6 |
* Someone came up with the technique of giving Trinity an attack command then a wait command, making the animation stay in the launch position. This allows nukes to be launched with no wind-up.
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7 |
* Someone (possibility the same someone) made a widget to do this automatically.
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7 |
* Someone (possibility the same someone) made a widget to do this automatically.
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8 |
\n
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8 |
\n
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9 |
At this point the "units should use their abilities intelligently" clause of the design was tripped, resulting in the following. The main options were:
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9 |
At this point the "units should use their abilities intelligently" clause of the design was tripped, resulting in the following. The main options were:
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10 |
* Trinity should not be primable. An attack command would lead to an uninterruptible attack animation and launch. This makes the widget impossible.
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10 |
* Trinity should not be primable. An attack command would lead to an uninterruptible attack animation and launch. This makes the widget impossible.
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11 |
* Trinity should be force primed. The nuke would poke out upon stockpile completion and can be launched instantly. This force-implements the widget.
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11 |
* Trinity should be force primed. The nuke would poke out upon stockpile completion and can be launched instantly. This force-implements the widget.
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12 |
* Some combination of the previous two options for the sake of 'ability realism' and 'decisions'.
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12 |
* Some combination of the previous two options for the sake of 'ability realism' and 'decisions'.
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13 |
\n
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13 |
\n
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14 |
Option 1 raises many design and usability questions. What if the player wants to cancel the launch? Can it be retargeted during the animation? Does reclaiming or stunning the Trinity cancel the launch? The UI would be terrible and really not worth the trouble for enabling a niche trick.
|
14 |
Option 1 raises many design and usability questions. What if the player wants to cancel the launch? Can it be retargeted during the animation? Does reclaiming or stunning the Trinity cancel the launch? The UI would be terrible and really not worth the trouble for enabling a niche trick.
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15 |
\n
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15 |
\n
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16 |
Option
2
was
picked
because
it
has
the
added
benefit
of
showing
scouts
whether
the
Trinity
has
a
nuke
ready
to
go,
which
is
a
nice
extra
bit
of
interactivity.
Letting
people
choose
between
a
vulnerability
to
Athena
or
a
vulnerability
to
scouting
(
ie
Option
3)
seemed
like
far
too
small
of
a
choice
to
be
worth
implementing.
|
16 |
Option
2
was
picked
because
it
has
the
added
benefit
of
showing
scouts
whether
the
Trinity
has
a
nuke
ready
to
go,
which
is
a
nice
extra
bit
of
interactivity.
Letting
people
choose
between
a
vulnerability
to
Athena
or
a
vulnerability
to
scouting
(
ie
Option
3)
seemed
like
far
too
small
of
a
choice
to
be
worth
implementing*.
|
17 |
\n
|
17 |
\n
|
|
|
18 |
To finish the timeline:
|
18 |
* Option 2 was implemented.
|
19 |
* Option 2 was implemented.
|
19 |
* The Athena nuke blocking strategy was essentially dead as launches could not longer be anticipated from an animation.
|
20 |
* The Athena nuke blocking strategy was essentially dead as launches could not longer be anticipated from an animation.
|
|
|
21 |
\n
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22 |
*To get a feel for how small this choice is, remember that Solars have a Unit AI state toggle and that Dominatrix can be set to automatically kill captured units. Solars have full control over their ability to open or close, Trinity does not.
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