Com (unit) napping - Page 3

Com (unit) napping

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babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

lol

I transport comm*

you kill transport in your base

Hi.

*replace with 8 flash, sumo, reaper etc
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Com (unit) napping

Post by AF »

if you captured an enemy hover transport with 3 enemy peewees inside, what happens to the peewees?
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Com (unit) napping

Post by Spawn_Retard »

transport becomes yours, but the peewees are stil enemies.
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

knorke wrote:is it possible that if the transport dies, the units come out unharmed?
so you can free your com.
yes
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Com (unit) napping

Post by raaar »

1v0ry_k1ng wrote:no, transported unit with full control would lead to no end of exploits
....

like what?

if i had a cargo ship with an agile crane and loaded an active enemy tank inside it would probably start a firefight inside.

Maybe make it so loading an enemy unit causes the transport to suffer dmg per second as a function of the unit cost, or dps.

Just letting the transported enemy fire while inside would accomplish the same goal and its simpler to implement.

it would be fun though, if kbots had an animation that loops, (like the walk animation), that would be played when they are loaded by an enemy air transport.

Imagine what happens when you pick a tiny animal against its will, it kicks around trying to free himself.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

comm in t2 transport with d gun/repair

GG
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Jools
XTA Developer
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Re: Com (unit) napping

Post by Jools »

1v0ry_k1ng wrote:no, transported unit with full control would lead to no end of exploits
....
After thinking a while about this statement: yes, it is true, but irrelevant. If we stay within the game world and think about the units as in war, the only logical thing is, as pointed out by the previous speaker, to at least let them self-d. Yes, it allows exploits with crawling bombs etc, but that should then be tackled some other way, for example by raising the ethical level among the player base.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Re: Com (unit) napping

Post by Tobi »

Not really: why wouldn't it be as logical for the transport to stun its passenger so it eases transport?
Regret
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Joined: 18 Aug 2007, 19:04

Re: Com (unit) napping

Post by Regret »

Jools wrote:but that should then be tackled some other way, for example by raising the ethical level among the player base.
Seriously? Hahaha.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Com (unit) napping

Post by Jools »

Regret wrote:
Jools wrote:but that should then be tackled some other way, for example by raising the ethical level among the player base.
Seriously? Hahaha.
You will understand when you get older.
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Jools
XTA Developer
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Re: Com (unit) napping

Post by Jools »

Tobi wrote:Not really: why wouldn't it be as logical for the transport to stun its passenger so it eases transport?
That's kind of logical, the problem only arises when the unit doesn't want to be stunned.
Tobi
Spring Developer
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Re: Com (unit) napping

Post by Tobi »

Then it should run away and/or kill the transport :-)
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Com (unit) napping

Post by Mav »

I don't mind the ability to nap enemy coms. It's easy enough to prevent (just walk your com or build AA towers). However, I do get pissed when some random troll naps ally coms and does stuff with them.

Maybe a button on your com (like Repeat button or Hold Fire) that disallows it being picked up by friendly transports?
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

the main problem of comm napping is hover transports

walking comm away fails as they're fecking fast and have long army

defenders fail as it just hovers straight through 'em
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Com (unit) napping

Post by knorke »

just make the arm move slow when loading but move fast when unloading
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

well then its a pain when you use them to load lots of units. Just make llts they work.
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knorke
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Re: Com (unit) napping

Post by knorke »

i have never seem someone use the hover transport for something else than napping coms. because you can just make other hovers if you need to cross water and there are even hovercons to build stuff.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

I used it to save my commander when it was on about 5% from about 20 bombers

that was pretty epic
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Com (unit) napping

Post by knorke »

so you napped your own com.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

napping implies stealing

but I know what you mean, I've said it, why bother with a hover transport when you have hovers as it is, or you can merely make air/sea transports
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