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[q]Relatedly - can we make AA work for units mid-air above a certain height from the ground below it? [/q]
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[q]Relatedly - can we make AA work for units mid-air above a certain height from the ground below it? [/q]
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3 |
You cannot dynamically modify unit targeting tags. This means you're checking every unit in range every time a CanUnitTarget check comes up. Alternatively you could introduce the worst thing ever by making buried AA a thing and creating horrifying balance situations ala [url=http://zero-k.info/Forum/Thread/35140]this[/url].
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You cannot dynamically modify unit targeting tags. This means you're checking every unit in range every time a CanUnitTarget check comes up. Alternatively you could introduce the worst thing ever by making buried AA a thing and creating horrifying balance situations ala [url=http://zero-k.info/Forum/Thread/35140]this[/url].
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5 |
I
don't
see
how
having
AA
artillery
is
less
unfun
than
having
an
edge
case
like
this.
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5 |
I
don't
see
how
having
AA
artillery
is
less
unfun
than
having
an
edge
case
like
this.
Frontlining
in
big
teams
is
already
unfun,
why
would
you
want
it
to
become
more
unfun
by
making
it
a
race
to
chainsaws
in
holes?
Essentially
all
you'd
be
doing
by
this
is
pushing
the
small
edge
case
into
a
larger
gash
in
the
balance
and
creating
even
more
work.
You
either
keep
the
1/13th
damage
against
units,
which
makes
this
system
entirely
ineffectual
(
while
every
number
between
1.
0x
damage
and
0
just
opens
up
for
frustration
when
against
legitimate
targets
(
IE:
inbound
air)
)
or
you
create
an
even
worse
artillery
metagame.
I
don't
find
anywhere
on
this
scale
particularly
a
good
outcome
for
both
having
minimal
impact
on
the
overall
gameplay
and
counting
this
specific
edge
case.
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