-
-
Notifications
You must be signed in to change notification settings - Fork 1.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Various flock entombment buffs. #8981
Conversation
I think reducing cage time by a second or two could be could. For reducing resource cost of caging, I think maybe that should be put off for later for design doc. Not having enough resources for caging should ideally only be an early game thing, and there could be something we do later that makes this not an issue, such as a feature or ai change. Also needing resources to do stuff with nanite spray is a main design point of Flock For making caging being cancelled upon movement, I think this should be a design doc thing too, still need to decide on how dangerous cages should be compared to their strength and could be later that if we were to do something like upgradeable/modifiable drones, there could be a more mobile based one that can cage while dragging. Seems there's a bug with this too in that you can repeatedly move away from and move next to the target and the action won't be interrupted, if it's a problem |
Caging is flocks main way of getting people out of the picture. Its especially needed early game before flock can build any structures for defense. Having flocks be just unable to kill people, especially on these pops to where you will get swarmed by 4-6 people the moment you get spotted is bad. Also what does having caging cost resources even add to the game? |
I agree, caging cost should be removed. It doesn't add anything but an unintuitive barrier to the flock's primary method of defending itself. |
* Caging buffs * runtime fix * Readds interrupt move * Adds relevant comments back Co-authored-by: Gaming <johndoe@example.com>
About the PR
This pr makes caging people cost nothing. The time for caging people has been reduced from 6 seconds to 4.
Why's this needed?
Caging is the main method of killing people for flock, right now it isnt nearly as strong as it should be. The resource cost is needlessly harsh, flocks need caging the most when resources are low. The time reduction should make caging people in battles involving multiple people much easier and better.
Changelog