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Starter zones #117

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domob1812 opened this issue Jun 11, 2020 · 3 comments · Fixed by #132
Closed

Starter zones #117

domob1812 opened this issue Jun 11, 2020 · 3 comments · Fixed by #132
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game Something related to the game logic
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@domob1812
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There should be some pre-defined starter zones (e.g. in roconfig or new map data), associated to some faction. Other factions cannot enter the area at all (it acts like an obstacle to them). The same faction is faster by some factor within them.

@domob1812 domob1812 added the game Something related to the game logic label Jun 11, 2020
@domob1812 domob1812 added this to the 0.3 milestone Jun 11, 2020
@domob1812
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There will actually be two kinds of zones. Both are L1-balls and can presumably be defined in roconfig data:

Safe zones (e.g. around centre ancient buildings) have no effect on movement, but no fighter entity inside them will target anyone else or execute any other combat logic.

Starter zones (around spawn locations) are faction-specific in addition. They are obstacles for other factions, and the same faction has 3x movement speed inside them.

@domob1812
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Perhaps we need to also disallow targeting (or otherwise affecting, e.g. with AoE) people inside the safe zone. Otherwise anyone camping just outside the border would be at an advantage, as they would be able to hit people trying to leave the safe zone, while those could not hit back as long as they are inside.

@domob1812
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Starter zones will be centred on the spawn areas, and have a 300 hex L1-radius.

@domob1812 domob1812 linked a pull request Jun 30, 2020 that will close this issue
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