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Some kind of effect to absorb some damage #172
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This isn't quite what I suggested. My idea was designed so to provide use for frontlines rather than them being a decoration for the more priority dps behind. Thus, front ships would mitigate and tank damage for those behind if struck, rather than bullets penetrating instantaneously to a preferred target; by this means formation would become more vital. |
Thanks for clarifying. I've just made it so that enemy ships ALWAYS target frontline ships first, they will never fire on your guards or gulls if there are any bombers/armored cruisers/etc. still in the battle, and likewise they won't fire on your gulls unless all your guards are also destroyed. This should have the effect you want, frontline ships always tank damage for backline ships. |
That is not so. Upon the formation update we will likely receive possession of our field and thus this effectively demolishes any use as enemies will then always circumvent your formation anyways. |
The logic I mention is based on a hidden "stat" associated with each unit type that is an integer called "behindLinesBy", that previously only determined 1) physical spawn location, and now is also used for 2) enemy targeting priority. If we do a formation update 1) will necessarily have to change, but I don't think 2) is exactly broken in such a world. If the enemy sees your armored cruiser and your gull in range, this logic causes it to always fire at the armored cruiser. And when choosing a ship on the battlefield to chase down, it will always choose to chase after the armored cruiser over the gull, if one is available. If the formation update does end up acting weird with this logic, that will be decided if and when such a formation feature is implemented. |
At first glance, I'm thinking similar to the "laser defense against rockets" seen in C&C generals, so that it's visual
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