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    Unit Option Which Suicides Only When It Registers A Hit (Mines)

    Feature Requests & Ideas
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    • General_Zod
      General_Zod Moderators @Hepps last edited by

      @hepps True but it will mess up battle calculator. If I'm not mistaken.

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      • Hepps
        Hepps Moderators @Hepps last edited by

        @hepps Well it depends on how you handle it. You could also trigger those unit to become "isInfrastructure" so then they would be ignored in combat altogether... thus not affecting the battle calc at all.

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

          @hepps True, but what if jap player wants to calc something with kamikaze on offence. There's are negative side effects to triggering units battle related abilities on or off. As battle calc goes.

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

            @general_zod Yes. You would have to do it on your own turn... but I was just offering you an available solution currently available to you.

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

              @hepps I hear, ya. I do appreciate the suggestions. They are good ideas. Unfortunately the side effects follow.

              But I can live with the side effect more then the current to be honest.

              However I still keep my fingers crossed for a fix. 🙂

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

                @general_zod Yah. that is why I had also said that this issue could also be handled with the "canHide" feature request we have on the list.... which involved allowing non-naval units to have the "canSubmerge" ability currently available to naval units. If these types of units had the ability to "hide" then they could avoid combat all together without having to trigger a change to their primary behaviors.

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                • redrum
                  redrum Admin last edited by

                  So if folks have potential recommended changes for isSuicide, it would probably be better to start a new thread given that this thread is about isSuicideOnHit and has already been implemented.

                  1 Reply Last reply Reply Quote 2
                  • C
                    Cernel Moderators @Hepps last edited by

                    I think this option would be much better if it would offer a numerical value at which the unit suicides, with a boolean for determining if this value is influenced by supports (and maybe splitting the options between attack and defence and between regular attack and AA ones).

                    The current behaviour would be a subset, where you set such value equal to the attack/defence value (so that it suicides only when it hits).

                    This way, the regular suicide option would become redundant too (and could be deprecated or refactored as a shortcut for generating such option with value equal to the dice sides), as it could be covered by the above option, setting the value equal to the dice sides.

                    Moreover, I understand this would fully cover this feature request, as well:
                    https://forums.triplea-game.org/topic/1579/suicide-munitions-unit-with-support

                    And I also understand it would allow supporting suicide units (for example, for representing ammunition consumption).

                    Practically, instead of having:

                    <attachment name="unitAttachment" attachTo="germanNavalMine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="attack" value="0"/>
                    <option name="defense" value="0"/>
                    <option name="isSea" value="true"/>
                    <option name="isSub" value="true"/>
                    <option name="isAAforCombatOnly" value="true"/>
                    <option name="mayOverStackAA" value="true"/>
                    <option name="typeAA" value="navalmine"/>
                    <option name="targetsAA" value="Battleship:Cruiser:Destroyer:Submarine:Transport"/>
                    <option name="maxAAattacks" value="1"/>
                    <option name="maxRoundsAA" value="1"/> 
                    <option name="movement" value="0"/>
                    <option name="attackAA" value="2"/>
                    <option name="damageableAA" value="true"/>
                    <option name="canInvadeOnlyFrom" value="none"/>
                    <option name="isSuicideOnHit" value="true"/>
                    </attachment>
                    

                    you would have:

                    <attachment name="unitAttachment" attachTo="germanNavalMine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="attack" value="0"/>
                    <option name="defense" value="0"/>
                    <option name="isSea" value="true"/>
                    <option name="isSub" value="true"/>
                    <option name="isAAforCombatOnly" value="true"/>
                    <option name="mayOverStackAA" value="true"/>
                    <option name="typeAA" value="navalmine"/>
                    <option name="targetsAA" value="Battleship:Cruiser:Destroyer:Submarine:Transport"/>
                    <option name="maxAAattacks" value="1"/>
                    <option name="maxRoundsAA" value="1"/> 
                    <option name="movement" value="0"/>
                    <option name="attackAA" value="2"/>
                    <option name="damageableAA" value="true"/>
                    <option name="canInvadeOnlyFrom" value="none"/>
                    <option name="isSuicideOnRolling" value="2"/>
                    </attachment>
                    
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