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illusions of units

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13 years ago
What's about a unit who generate illusions?

it would be like cloak, but more simple to target.

it would be a cheaper anti-eraser

it would have a button to select different kinds of illusions.
* strong units ( dangerous because sometimes it isn't believable )
* many units
* hover units / Air units
* AA units / ground / sub units
* com illusion

would it be possible to
* automatically generate fakes of some unit models?
* generate weapon effects without damage?
* hide real units between to deal some real damage?
* make it believable?
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13 years ago
We had this, we had scrambler unit in the past. There were problems with units attacking it even when you knew its not real
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13 years ago
à la Sentry Hallucination?
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13 years ago
Isn't it the point of it?

Can't we make Disillusion Points instead of Hit Points?

it is like Aspis - Moveable, Protect your units from damage and costs energy

### Real units have a higher target weight. ###


--- unit rules :D ---

A illusion disappears if units come to close - like cloak.
Set collision boxes to 0.
Cloak the Scrambler ( personal ) and make a illusion above it to avoid attacking while other units are next to it.
Illusions avoid standing next to real units if possible.
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13 years ago
How about a radar scrambler?! To make your defences and incoming unit look like a ball of army; for use as a diversion or as a defence against artillery. It is like having a tons of dirtbag to draw fire...
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13 years ago
That's fine !!!

No solars / wind, but a dirtbag till you get next to it.

You don't even have to hide the radar blips :D

---

I think it doesn't match the purpose if anyone scout at you with raiders.

But maybe you can prevent ghosted buildings because a Stardust looks like a Warrior and the enemy don't expect a immobile building there.

Against air scouts it would also be fine ...

---

It would be nice if you can cloak or spawn wreckages.

They doesn't affect the targets of combat units.

---

Or we can spam radar blips with low priority - especially for things like long range berthas OR adv. radar towers / sonar airplaines + nukes ...




Things like full missle silos, level 4 coms and Big berthas would be nice.

If you instant build a thing with Scrambler, it is idle and dies together with Scrambler or if you morph Scrambler.
And the Scrambler can only make buildings if it is morphed to a building.

The enemy would try to kill these things for any price.
Instead it there is a Scrambler with only 300 metal and remove the building if it dies itself.

And if it is a unit, it costs 500 metal and can morph into bantha, dante or the rocket unit for 4k metal.
The only restriction is how much energy you want to spend for it per second.

We can consume more energy for more expensive buildings / units.

If you think that banta is op for a 500 Scrambler than we need light and heavy versions of it, but I think 500 would be ok because it's unarmed and dies easily.
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13 years ago
Fake radar dots existed, they were removed because it was fairly trivial for players to spot that they are fake yet units would target them. So it was basically just a micro sink.

Anyway you can create a fake army of radar dots fairly cheaply with Dirtbags.

Illusion units are hard to implement such that they are realistic (for example we're not hiding currently available unit stats) and would overcomplicate things. Probably not going to be added.
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13 years ago
global.OnEnergyStalling
{
> kill some units ( kill units not in los of scouted enemies first )
}

scrambler.BuildOrdersAvailable
{
> unit = clone of original unit from build order
> disable weapons of unit
> spawn unit ( positions relative to scrambler )
}

if
( energy level > unit.energyCost / 10
)
{
> energyLevel -= unit.energyCost / 10
> activeConsumtion += unit.energyCost / 200
> spawn unit
}

if
( scrambler unit dies
)
> activeConsumtion -= unit.energyCost / 200
)

scrambler.OnReload
{
> energyLevel += reloadEnergyProduction
> foreach( scrambler.units as unit )
> {
> > need = unit.maxTargetPriority / unit.targetPriority * unit.energyCost / 200
> > need = min( need, energyLevel )
> > energyLevel -= need
> > unit.targetPriority += need / unit.maxTargetPriority * unit.targetPriority / unit.energyCost * 200
> }
}

unit.OnDamage
{
> targetPriority -= health / dmg * maxTargetPriority
> if
> ( 0 >= targetPriority
> )
> > kill unit
}
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