T2M
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SV6: StarTillery shooting at e-mines and similiar, not destroyable units
StarTillery units fire at the nearest enemy unit in range. If that unit is an e-mine or another unit that may not be harmed by startillery fire there is no visual effect that may communicate an important information to the player: Attention, there are enemy units in range of my startillery unit.
If we do not implement the option that the target for a startillery may be chosen by the player himself then we atleast need an audio-visual effect that a startillery unit hits a target.
Btw: Games like WINSPMBT have different sounds when actually hitting a unit and when a projectile was reflected.
--- T2M | SolarVengeance Org | Timezone UTC+2 Central Europe
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9/13/2009, 7:09 am
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GlitchSCG
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Re: SV6: StarTillery shooting at e-mines and similiar, not destroyable units
Actually I think a smart player can learn from the information provided. If a StarTillery unit has an enemy in range, but it does not appear to be affecting it, the smart player can deduce that the enemy unit is an EMine or missile.
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9/14/2009, 5:37 am
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T2M
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Re: SV6: StarTillery shooting at e-mines and similiar, not destroyable units
There might be a good reason why we should not have an audio-visual effect when hitting mines: This way an emine might approach unrecognized to destroy the enemy's startillery units.
--- T2M | SolarVengeance Org | Timezone UTC+2 Central Europe
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9/14/2009, 11:28 am
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awfullyjohn
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Re: SV6: StarTillery shooting at e-mines and similiar, not destroyable units
Even then a smart player could deduce that it is an emine. First, it'd be moving incredibly slow. And on top of that, never getting destroyed and never moving slower than it first began moving.
Any other unit would grow increasingly slow as it gets hit. But the emine would maintain constant speed.
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9/17/2009, 9:40 pm
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