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Add 350 teleport range limit #5856

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lL1l1
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@lL1l1 lL1l1 commented Jan 26, 2024

Partially completes #5420 (needs +25% teleport fx radius).

Draft because I need help adding a teleport range overlay. It seems like it requires a binary patch because it relies on enums.
Aside from the overlay, it works as intended.

If we add a new overlay/weapon range category, I think it would also be useful to add some others:

  • Separate Tactical Missile, T2 artillery, T3 artillery, T4 artillery + nukes, and secondary weapons overlays. They currently all use indirect fire, which can obscure your actual indirect fire units if you want to use the permanent overlay option or select a backpack TML unit.
  • Separate SMD, shield, and TMD overlays.

@MrRowey MrRowey requested a review from Garanas January 26, 2024 10:09
@MrRowey MrRowey added area: engine related to engine bugs/limitations type: enhancement area: sim Area that is affected by the Simulation of the Game area: balance related to units balance labels Jan 26, 2024
@Garanas
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Garanas commented Jan 26, 2024

I would personally rather go with #5475. That way the range is infinite, but large jumps simply consume significant amounts of energy.

@Garanas
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Garanas commented Jan 26, 2024

Separate SMD, shield, and TMD overlays.

This is an interesting idea, if we can make this work we should definitely do that 😃

Comment on lines +138 to +149
Teleport = {
key = 'teleport',
Label = '<LOC range_0014>Teleport Range',
Categories = categories.OVERLAYTELEPORT,
NormalColor = glowAllNormal..'7b61d8',
SelectColor = glowAllSelect..'8c75d0',
RolloverColor = glowAllOver..'9c86e9',
Inner = innerMilitary,
Outer = outerMilitary,
Type = 3,
Tooltip = "overlay_teleport",
},
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Game engine wont process this one.

@4z0t
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4z0t commented Feb 3, 2024

Separate SMD, shield, and TMD overlays.

This is an interesting idea, if we can make this work we should definitely do that 😃

Engine patch is required. Pretty complicated one.

@MrRowey
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MrRowey commented Feb 6, 2024

Going to close this in favour of having #5475 implemented

@MrRowey MrRowey closed this Feb 6, 2024
@VaelophisNyx
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should've gone with this one, tbh. Cost is no object. Range matters more and is actually counterable outside of dumb tactics like T2 PD walls around every single building.

@VaelophisNyx
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additionally the engine change attached to this would've been a boon to modders who have figured out how to limit teleport range, but have to "show" it with a hacky fake stealth field range indicator

@Garanas
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Garanas commented Mar 10, 2024

This particular assembly patch is not trivial to make. This was by far an easier, and more natural solution to the problem 😃

@VaelophisNyx
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variable costs can't scale high enough to matter without making teleporation borderline useless; where a capped range would mean you can't just cross-map blink into the enemy base. It adds risk that minimal economy pressure does not.

@VaelophisNyx
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Still should've gone with this. It was worth it, and is a highly in-demand feature for years now, even as far back as 2015. Variable cost has, as expected, not caused any change to teleporting strategies so far as I have seen.

@Garanas
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Garanas commented Mar 16, 2024

It's been less than a day - we'll have to see what happens the next (few) week(s). Always welcome to post replays and everything 😃

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5 participants