Chronoshifting MCVs
Posted: Thu Sep 01, 2016 8:19 am
So when talking about chronoing transport i noticed that most people aren't happy with MCVs' ability to be chronoed. I'm not really a fan of making them unchronoable but we need to fix Transforms: so Construction Yard will come back. You may still place some structures, but as MCV will back it can't grow much. When CYard comes back it should kill units and buildings there (it is pretty bigger than other stuff) at there. If 2 or more CYard needs to me back at same place (as you can chrono multiple MCVs) yu should only get 1 back and other should die.
Actually we should add a proper collision logic as someone can make Building: s chronoshiftable. We can make it kill the one with lower health and deal damage that exuals to stength of lower health one divided to its count of cells it occupies times count of cells that collision happens. I think i need to make an image explanation gimme a sec. Ok here is it: http://www.mediafire.com/view/q866ndptf ... xample.png (*Gets, i'm doing too much typos recently) Actually it can be better if we exculide bibs.
Note that i'm not saying make Buildings Chronoable, just add proper logic to them.
Also fix Iron Curtain and transforms too so IC remains after transformation.
Actually we should add a proper collision logic as someone can make Building: s chronoshiftable. We can make it kill the one with lower health and deal damage that exuals to stength of lower health one divided to its count of cells it occupies times count of cells that collision happens. I think i need to make an image explanation gimme a sec. Ok here is it: http://www.mediafire.com/view/q866ndptf ... xample.png (*Gets, i'm doing too much typos recently) Actually it can be better if we exculide bibs.
Note that i'm not saying make Buildings Chronoable, just add proper logic to them.
Also fix Iron Curtain and transforms too so IC remains after transformation.