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Add a Directrocker.damages flag
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Jan 11, 2021 7:13 pm    Post subject:  Add a Directrocker.damages flag Reply with quote  Mark this post and the followings unread

Direct rocking is a very powerful mechanic, and visually pleasing, but it is not for all circumstances.

For example, this mechanic is useless against SHP vehicles.

This leads to the firing unit being stuck after attacking them if they don't flip.

(which also happens vs very heavy units)

Quote:
If a unit fires a DirectRocker=yes weapon without Pushy=yes, it cannot attack more. Also, if the warhead fails (because it doesn't have enough damage or because the target is an SHP VehicleType) then both the attacker and the victim won't fire more, regardless of Pushy. They can be selected and be moved, though.
DirectRocker=yes weapons can flip over VXL Jumpjet, however, this can't be seen. The Jumpjet just stand there (the time it should be flipped) then crash.


https://www.modenc.renegadeprojects.com/DirectRocker

I propose an ares mechanic to remedy this.

a technotype with "Directrocker.damages=yes"  would receive damage from the directrocker weapon instead of the "rock"

Know that the logic already exists:

Buildings attacked by a directrocker warhead will be damaged, for example, and there will be no "unit stuck" bug.

This would allow to any unit to be considered "as a building" for the purposes of not rocking from the warhead.

In this way you can fix it for SHP vehicles (which you basically can't use if you have directrocker attacks otherwise) and heavy units you don't want flipped in one go (such as Harvesters, MCVs,  aircraft carriers, etc.), and jumpjet units.

As you can see, this is three fixes in one, with a preexistent logic, qhich is an efficient inclusion...

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