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Add 350 teleport range limit #5856
Add 350 teleport range limit #5856
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I would personally rather go with #5475. That way the range is infinite, but large jumps simply consume significant amounts of energy. |
This is an interesting idea, if we can make this work we should definitely do that 😃 |
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.
Engine patch is required. Pretty complicated one. |
Going to close this in favour of having #5475 implemented |
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. |
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 |
This particular assembly patch is not trivial to make. This was by far an easier, and more natural solution to the problem 😃 |
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. |
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. |
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 😃 |
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: