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    Capture vs. Destroy?

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • HeppsH Offline
      Hepps Moderators @redrum
      last edited by

      @redrum That's kinda what I was saying. The entire capture thing was just an idea to have some fun with the impotent transport set up. Since they have 0 combat value it'd be kinda fun to see a nation swoop in and snag a free tranny if they thought they could get it safely under cover of a fleet.

      But yes... the meat & potato's of the idea was really having the 1 round limit on unprotected transports.... if you have a serious attack differential then a great deal of the time it would mean the demise of the remaining transports regardless... but if you are running a tight attack... then you risk at least some of the trannies surviving.

      "A joyous heart sours with the burden of expectation"
      Hepster

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      • General_ZodG Offline
        General_Zod Moderators
        last edited by General_Zod

        I don't know how much extra work is involved but maybe something that also works for any unit would be worth it. Being restricted to just transports seems like a waste of a cool feature. And also break it down into separate attributes.

        I don't have a specific other examples for usage in mind at the moment. However it would not only address the example of this topic, but have many other possible uses.

        Perhaps something along the lines of the below suggestion.

        Four seperate new unitAttachments. In conjunction with some of the existing unitAttachments.

        Existing related unitAttachments:

        a. "destroyedWhenCapturedBy"
        b. "destroyedWhenCapturedFrom"
        c. "whenCapturedChangesInto"
        d. "isInfrastructure" - This one has other implications, but does allow capture.

        Four new unitAttachments.

        For below, "unitA" is the unit for which this is attached and "unitB" can be any unit attacking it, and "ratioA:ratioB" = "1:1" or whatever ratio is desired for units A & B.

        e. <option name="ifOnlyThisDefendingUnitRemainsDuringCombat" value="numberOfDefendingUnits:remainingCombatRounds"/>

        This defines the number of remaining combat rounds and number of defending units that must be reached, for the unit that this attribute is attached.

        Maybe separate the above one into 3 separate attributes as well.

        f. <option name="defensiveGeneralCombatRatio" value="unitA:unitB:ratioA:ratioB"/>

        This defines the ratio at which the unit with this attribute, will handle general combat if defending.

        g. <option name="defensiveCaptureRatio" value="unitA:unitB:ratioA:ratioB"/>

        This defines the ratio at which the unit with this attribute, will handle being captured if defending.

        h. <option name="defensiveGetDestroyedRatio" value="unitA:unitB:ratioA:ratioB"/>

        This defines the ratio at which the unit with this attribute will handle getting destroyed without any further rolls if defending.

        i. Current sea transport problematic behaviors with v3 rules:

        All transports get auto destroyed if they are the final defending unit type remaining in a battle, and attacker has at least one offensive unit. eg. Can kill a 1000 transports with 1 submarine in 1 turn.

        j. Above suggestions can resolve this problem and do much more.

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        • General_ZodG Offline
          General_Zod Moderators
          last edited by General_Zod

          Although the "isInfrastructure" allows capture, it has some side effects for transports in particular. The main one that I've noticed is when performing amphibious landings. The transport can unload whether the sea zone is cleared or not. In fact the transport can even die if using "destroyedWhenCapturedBy" and the amphibious unit(s) it unloaded will not be affected. I guess the engine considers the unload action completed and no "if" function is involved.

          So unless you like this behavior, will still need a "canBeCaptured" unitAttachment.

          prastleP HeppsH 2 Replies Last reply Reply Quote 1
          • prastleP Offline
            prastle Moderators Admin @General_Zod
            last edited by

            @general_zod yes I think you nailed all the issues many have discussed over the years! Great stuff!

            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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            • HeppsH Offline
              Hepps Moderators @General_Zod
              last edited by

              @general_zod The ability for units to survive during an amphibious assault regardless of the transport' status is connected to a separate global property that will govern whether or not they can survive.

              "A joyous heart sours with the burden of expectation"
              Hepster

              General_ZodG 1 Reply Last reply Reply Quote 0
              • General_ZodG Offline
                General_Zod Moderators
                last edited by

                Here's another related territoryAttachment, "captureUnitOnEnteringBy". It can be used with "canBeCapturedOnEnteringBy" unitAttachment. So maybe this is all you really need.

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                • General_ZodG Offline
                  General_Zod Moderators @Hepps
                  last edited by

                  @hepps Do you now offhand , which global property controls it?

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                  • HeppsH Offline
                    Hepps Moderators
                    last edited by

                    Not off hand. I can check tonight when I get back home.

                    "A joyous heart sours with the burden of expectation"
                    Hepster

                    General_ZodG 1 Reply Last reply Reply Quote 0
                    • General_ZodG Offline
                      General_Zod Moderators @Hepps
                      last edited by

                      @hepps It would be nice to include a note in pos2 xml, near the attachment if a global property is also needed ,or if it can be altered further.

                      HeppsH 1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators @General_Zod
                        last edited by

                        @general_zod Now that I think on it... this behavior is related only to games set up where the transports are lemmings. Meaning that if the transports are ignored in battle then you can land amphibious assaults and loose the transports.... but your guys still land. However... if your transports are combat units... then the units will die before landing if the transport is lost.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

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