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Lets discuss Tyrant

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freem
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Re: Lets discuss Tyrant

Postby freem » Fri Aug 27, 2021 9:14 am UTC

illwieckz wrote:
freem wrote:As for agility, giving them the ability to "climb" over walls of turrets or drills does not seems that a bad idea to me


I would look more for turrets and drills to not survive that long to a tyrant, like: you're blocked? click hit with an average aim with rage, instant kill of the buildable and explosion! It's a Tyrant after all. A luci can kill alien defenses in one hit.


AFAIK, buildables have a (f...^annoyingly long) delay before explosion, and it's a constant. So, buildables, even destroyed, are a damn good way to block those clumsy tyrants.
What I proposed (about jumping) is basically the _only_ easy way to make tyrants able to survive an outpost attack (or to reach the important buildables of a base). Sure, stuff can be tweaked everywhere in C++ code to become more and more complex, more specific cases (oh, it's a 'rant, let's destroy stuff in 0.2s instead of 5s) but I don't think it's a good answer, especially if having the code easier to get in would be a (long term) goal.
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illwieckz
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Re: Lets discuss Tyrant

Postby illwieckz » Sat Aug 28, 2021 3:42 pm UTC

freem wrote:Sure, stuff can be tweaked everywhere in C++ code to become more and more complex, more specific cases (oh, it's a 'rant, let's destroy stuff in 0.2s instead of 5s) but I don't think it's a good answer, especially if having the code easier to get in would be a (long term) goal.


What if it's like quake3 and other similar game when N damage kills, but N+n damage destroys (gibs)?

Like, you're a goon, you know only 3 barb can kill a turret, you know a 4th hit would destroy it but anyway you don't have barb anymore and the buildable would have exploded before you get that barb, and getting uncovered to destroy it with close range attack would just be too risky for nothing.

But as a tyrant, you do one hit, you kill the turret, another hit, you destroy it and pass.

That would not be class specific, that would apply from any alien to any human buildable : dretch would have to care about non-beating a dead turret, or even maybe from any player to any buildable. Either you give significantly more damage than needed to kill it and the buildable explodes, either it's dead since some time and it explodes like now.

In a situation where a tyrant could destroy a turret in one hit, requiring more than 50% of the buildable health to be given as extra damage to insta-explode it would implement the mechanism to favor tyrants without class-specific code, their existing damage rate would do the job.
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freem
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Re: Lets discuss Tyrant

Postby freem » Sat Sep 04, 2021 7:32 am UTC

illwieckz wrote:
freem wrote:Sure, stuff can be tweaked everywhere in C++ code to become more and more complex, more specific cases (oh, it's a 'rant, let's destroy stuff in 0.2s instead of 5s) but I don't think it's a good answer, especially if having the code easier to get in would be a (long term) goal.


What if it's like quake3 and other similar game when N damage kills, but N+n damage destroys (gibs)?


I think this is overall a good idea, except for one "minor" fact: human buildables deal a lot of damages to aliens when they explode. The dismantling should thus either require no explosion or (better imo) deal less damages to aliens than to humans. If doing that, increasing explosion range and damages would allow for chain reactions when destroying bunkers, and I think that could be a good idea.
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Re: Lets discuss Tyrant

Postby illwieckz » Wed Sep 08, 2021 3:11 am UTC

freem wrote:I think this is overall a good idea, except for one "minor" fact: human buildables deal a lot of damages to aliens when they explode.


I don't mind if that can kill a dretch, dretch has to take care of itself.

But what is the damage the Tyrant get from this?
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freem
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Re: Lets discuss Tyrant

Postby freem » Wed Sep 08, 2021 10:20 pm UTC

so, dretch vs rants is all is alien playing to you?

No, it is not. I know it.

The question is multiple:

* should we keep the explosion mechanism, for a start, considering it only damages opponents?
* should aliens have armors against that, depending on form?
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Re: Lets discuss Tyrant

Postby SuperDupont » Fri Sep 24, 2021 1:07 pm UTC

Explosions can cause damage to human too. But they are more clever to don't stay close from stuff about to explode. (It's a joke).

I ever seen one exploded made another near damaged construction explode too few second later.

May be some constructions, human, should spill some flammable liquids, like someone will randomly use flamethrower in one or several direction for some second. Will be dramatic to watch. For armory for example. This means, these building shouldn't be installed too close.

I like explosions, it's beautiful. The hot metal on ground too.
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freem
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Re: Lets discuss Tyrant

Postby freem » Sun Sep 26, 2021 12:15 am UTC

The problem of explosions is, it's only a danger for the close range attacker, which means, the aliens. For humans, the fact buildings explodes is an advantage which helps defense.

But yes, I also like the idea of explosions. The problem I meant to show is that they only currently contribute to make human bases harder to destroy in melee.

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