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Chronoshiftable naval transports
Posted: Wed Aug 31, 2016 4:11 pm
by abcdefg30
I recently noticed that naval transports are not chronoshiftable.
(By wasting a chronoshift... as you can select them, but it has no effect.)
It doesn't make sense to me that naval transports aren't chronoshiftable as other naval units are.
Thus I filed a pull request to fix this:
OpenRA/OpenRA#11869
This PR will also make tanks inside the transport survive the chronoshift. Infantry does not as usual.
(Infantry inside APCs/Rangers inside a naval transport will die as well.)
What is your opinion, Commanders?

Posted: Wed Aug 31, 2016 4:28 pm
by Sleipnir
This creates an exploitable situation where you can teleport a load of tanks into an enemy base, unload them, and then have them remain after the timer runs out and the transport returns.
Posted: Wed Aug 31, 2016 4:30 pm
by MustaphaTR
Sleipnir wrote: ↑and then have them remain after the timer runs out and the transport returns.
They don't have to, as i said on IRC. They should be effected by timer, back to base and possibly land on water and sink. I know current status on PR isn't this tho.
Posted: Wed Aug 31, 2016 4:32 pm
by Sleipnir
That opens up a pile of edge cases like: what happens if you load other units into the transport in the meantime?
Posted: Wed Aug 31, 2016 4:34 pm
by MustaphaTR
They should sink at where transport cronoed to. Only transport should turn back. Leaves new unit at where chronoed transport was.
Edit: If such thing happens with a land transort, then passengers should just unload and transport should back.
Posted: Wed Aug 31, 2016 5:20 pm
by abcdefg30
Sleipnir wrote: ↑This creates an exploitable situation where you can teleport a load of tanks into an enemy base, unload them, and then have them remain after the timer runs out and the transport returns.
This is similiar to the already existing "exploitable situation" where you teleport a MCV and then deploy it (and the Construction Yard doesn't get teleported back).
Of course having one "exploit" is not an excuse for adding another one, though.
Posted: Wed Aug 31, 2016 5:25 pm
by abcdefg30
There is also still
OpenRA/OpenRA#8670.
Posted: Wed Aug 31, 2016 5:51 pm
by lucassss
it reminds me of something that I noticed, demo trucks don't explode when killed as part of a transport's death.
Posted: Wed Aug 31, 2016 8:08 pm
by anjew
Sleipnir wrote: ↑This creates an exploitable situation where you can teleport a load of tanks into an enemy base, unload them, and then have them remain after the timer runs out and the transport returns.
MCVs can already exploit the chronoshift but i guess that's considered a feature
Posted: Wed Aug 31, 2016 8:08 pm
by abcdefg30
lucassss wrote: ↑it reminds me of something that I noticed, demo trucks don't explode when killed as part of a transport's death.
That is another issue:
OpenRA/OpenRA#11037 
Posted: Wed Aug 31, 2016 8:10 pm
by JOo
MustaphaTR wrote: ↑They should sink at where transport cronoed to. Only transport should turn back. Leaves new unit at where chronoed transport was.
Edit: If such thing happens with a land transort, then passengers should just unload and transport should back.
why would anyone want to crono a transport with tanks in it (instead of the tanks itself) ... when the tanks would land in the water if i unload the transporter ? ...
Posted: Wed Aug 31, 2016 8:12 pm
by MustaphaTR
I said that for if you put a non-chronoed unit in a chronoed transport and transport backs to original place.
Posted: Wed Aug 31, 2016 8:17 pm
by JOo
or to basicly "crono" nuke-trucks ... that dont have to go back anyway ...
no thanks
Posted: Wed Aug 31, 2016 9:56 pm
by SoScared
yeah why not just fix it so the units die in the transporter - for consistency sake.
or perhaps Germany should be able to transport 65 tanks in 13 transports for an instant in-and-out D-Day.
Posted: Wed Aug 31, 2016 10:39 pm
by anjew
Make MCV un-chrono-shiftable, it doesnt have to go back and often leaves an entire teams base defenses and production structures