-
Who's Online 4 Members, 0 Anonymous, 494 Guests (See full list)
-
Topics
-
Posts
-
By Gurken Khan · Posted
With a Pull Request you ask that your code be merged into the source code. -
Not really, right now in the game, when you abort ship or engine training, you get the whole refund. This might be unrealistic, but maybe it would be too punishing and different from other RTS to do otherwise. I didn't think of the second point, and although it makes sense, you can't get a refund from engines that cannot be garrisoned, and you are using a different rule than with ships. That's why I thought for them to go back to the Arsenal. Sure, but that's what salvaging would be. Right now the game only destroys. That's why you return the ship to the Dock to get resources back, it's not the same as scuttling. It's not so much about an actual exploit, but a gap in the logical working of things. If at 70% built I realise I want to destroy the building without benefiting from it, waiting for completion would give back more resources, making this refund scheme unnecessarily irrational, while ignoring calls for it "not to be too simple and rewarding". This is exactly my latest Salvage proposal: "do what you want to do, but require unit(s) to do it ("salvager(s)")". If you just garrison it you don't even need animations, which could be just construction in reverse. If the refund will be the corresponding loot or a "fraction of the materials used" (maybe the first is calculated as the second?) it's just a choice that can be discussed (it's all the same for me, as long as the rule is simple, but in reality salvaging is of course more rewarding than loot). But, on top of that, I didn't want to remove the Self-Destruct option because some people will surely want to delete things ultra fast without any salvaging. That's why I now proposed for it to work like always, but in a queue (you imagine the arsonists, they were supposed to do things ultra fast and as an excuse to solve the collapse issue anyway). Other things to consider regarding the destruction queue: when queued at the same time, elements should be ordered from lower to higher HP. Whatever addition to the queue comes at the end of it. If 50% of the ownership is lost (I think this is the limit to destroy them in the first place right now), elements have to be unqueued (limiting a player's ability to destroy a lot of buildings just before losing ownership, which is what the AI always unsightly does). While units, if considered, should have their own queue (running in parallel), a single queue icon (skull) should appear on the right, showing the remaining time of the whole process (that is, the longest time considering both building and unit destruction queues), which can be aborted by right-clicking on it (already destroyed/dead elements remain so of course, while whatever was being processed at that very moment ends damaged/injured). Unqueuing individual elements should also be possible, maybe by pressing some icon indicating that they are in the destruction queue. The HP drain could be around 1000 or 500/s.
-
By Adriano0ad · Posted
Hello my friend, how are you? Sorry for my ignorance, but what exactly is a PR? -
By Grautvornix · Posted
Sorry, did not see your message before responding to your previous one. The discussion is less about the refund as such but more abpout shouldbalow the user to simply deletey a building (as well as a unit). For buildings, this goes back to the proposal to extend the destruction process a bit. In fact, what if we need at least one unit commanded to "work" on the building to destroy it, providing a similar benefit as when you destroy your enemy's buildings? This could be exactly the same process as attacking an enemy building (only with a differnt animation possibly). Instead of having a building-cenbtered command "delete" we would need a command to units "destroy my builidng", similar to "build that builidng". This could elegantly take care of my previous question "what if an enemy attacks your building while you were destructing it yourself". The mechanism to arbitrate resources in case of concurrent destruction by two parties attacking the same building is part of the game already (I think/I hope, at least this exists for conquering, never checked for destruction of an enemy builidng together with an ally). -
By Grautvornix · Posted
This is one of the many compromises to gameplay we have to make, I guess. Hmm. You are right. So no refund after destruction at all because the same principle applies to buildings, ships, siege engines? To provide a refund, - ships need to go back to the dock (done) - siege engines need to be manned (at least one unit) prior to destruction I believe we agree already on these two. There is no refund for buildings when they are at 100% (finished), ever. From the real world, I believe that old buildings (ruins) were often used as a quarry/resource for erecting new ones, hence I question the rule 100% built- 0% refund. The rule in game (0% built/100% back up to 100% built/0% back) certainly applies to the resources you had originally put aside to construct that building. After it has been built (100%) you spent 100% of resources, so destroying currently means losing all of it. Could refunding be exploited? Not really: You get a higher fraction back if deleting after finalizing it, but you had to invest the 100% before. The only cheat here is, that you benefited form the building's function (e.g. research a new technology) while it was working and still get a refund after its destruction.
-
