1 |
It's illustrative, both of a theme (beyond the weird new movement type, which is theme enough) and of new things you can do that are trade-offs rather than APM sinks. It's meant to allow them to be fast for large maps, but without the crash-through style of Veh and Hover: More siege, assault and zone control like shieldbots are. When Hover were a non-pick factory, we considered making them ALL slow down to fire as a factory theme, so they could be meaningfully faster than vehicles without being any more the kiting-monsters that they already are. It was ultimately decided among other things that having to holdfire to run away was kludgey, compared to the very simple Slasher behavior of 'press stop to shoot, press move to run': But I still think there is space in the game for units like this.
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1 |
It's illustrative, both of a theme (beyond the weird new movement type, which is theme enough) and of new things you can do that are trade-offs rather than APM sinks. It's meant to allow them to be fast for large maps, but without the crash-through style of Veh and Hover: More siege, assault and zone control like shieldbots are. When Hover were a non-pick factory, we considered making them ALL slow down to fire as a factory theme, so they could be meaningfully faster than vehicles without being any more the kiting-monsters that they already are. It was ultimately decided among other things that having to holdfire to run away was kludgey, compared to the very simple Slasher behavior of 'press stop to shoot, press move to run': But I still think there is space in the game for units like this.
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2 |
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2 |
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3 |
It illustrates a lot of other things too. We don't really use transformation states that change how a unit behaves, other than two-way static-mobile morphs. All "D" commands are one-shots rather than toggles: Toggles are cool and interesting. We don't have anything that really uses fixed arcs (Wolverine was the last real one), units, arty or turrets, mobile or fixed, and most of the units that have interestingly slow turret turn rates have had the feature muscled out of the game by aggressive unit turnspeed increases in the name of better pathing and control. We don't use minimum ranges, and we definitely don't have units that can dynamically control their own heights, other than (maybe) Shadow. We don't have sprinting, other than the fighter (Where it works superbly).
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3 |
It illustrates a lot of other things too. We don't really use transformation states that change how a unit behaves, other than two-way static-mobile morphs. All "D" commands are one-shots rather than toggles: Toggles are cool and interesting. We don't have anything that really uses fixed arcs (Wolverine was the last real one), units, arty or turrets, mobile or fixed, and most of the units that have interestingly slow turret turn rates have had the feature muscled out of the game by aggressive unit turnspeed increases in the name of better pathing and control. We don't use minimum ranges, and we definitely don't have units that can dynamically control their own heights, other than (maybe) Shadow. We don't have sprinting, other than the fighter (Where it works superbly).
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4 |
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4 |
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5 |
The
static
movement
thing
is
just
meant
to
really
demonstrate
limited
arcs,
a
permutation
of
the
idea
introduced
by
the
slower
(
but
global
space)
turret
turn
rates:
In
this
more
extreme
example
you
pick
a
single
facing
and
are
stuck
for
some
time:
This
was
really
interesting
with
s44's
artillery.
|
5 |
The
static
movement
thing
is
just
meant
to
really
demonstrate
limited
arcs,
a
permutation
of
the
idea
introduced
by
the
slower
(
but
global
space)
turret
turn
rates:
In
this
more
extreme
example
you
pick
a
single
facing
and
are
stuck
for
some
time
which
was
really
interesting
with
s44's
artillery.
|