-
Notifications
You must be signed in to change notification settings - Fork 237
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix sats being able to trigger nuke explosions #6308
Conversation
As discued in the balace channle thier is no abuse to such mechanic due to falling sataline has falling randomness. as well as their is no balance created issues cureenly with the satalite. Do not see the need for nukes ignoring the satellite as it litlery falling from space at immense speed hense the missiles detonate. |
As I explained on Discord, this is incorrect. Just because something is random, does not mean it cannot be abused.
This is also wrong, the nuke does not ignore the satellite. The nuke destroys the satellite, in accordance with the game having simulated projectiles. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It's up to balance team to decide if sacrificing a satellite is fair to block nukes. To individually fix the absurdly rare chance of blocking a nuke using the wreck you can check self.Dead
and return false in the satellite's script.
You could do a more casual nerf to this mechanic by increasing the costs, especially buildtime, of satellite to make it more fair when it does get used. This would create a real opportunity cost in not being able to use the satellite for a long time because you end up with a 19.5k mass difference basically sitting around doing nothing on your side. The mass difference of course isn't as large because of the let's say one extra t3 pgen the nuke user has to build, so you can consider adjusting the satellite energy cost too.
Here's the data for analysis:
Unit | Mass Cost | Energy Cost | Buildtime | Notes |
---|---|---|---|---|
Novax Station | 36k | 512k | 44,800 | 300 bp |
Satellite | 10k | 160k | 30,000 | Gains value slowly by being alive, can block nukes by being nearby when they are launched and then being microed to float right above them. |
Nuke launcher | 16.5k | 412.5k | 25,000 | 1500 bp |
Nuke Missile | 12k | 1,500k | 450,000 | |
Yolona missile | takes 2 smd to intercept | |||
SMD | 7500 | 105k | 5841 | 1080 bp |
SMD missile | 3.6k | 360k | 259,200 |
Thanks for your analysis. I read your post on discord. If you can control the trajectory of the wreck, then this is definitely something that should be fixed in my opinion. |
I changed it so nukes still explode when colliding with satellites. The exploit is removed by preventing falling satellites from triggering nuke explosions. I prefer my initial solution, so this is a compromise. @lL1l1 I can also move the changes over to the Defense Satellite's script file, as you suggested. The current solution would apply to all possible satellites though, which I would prefer. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I think it's fine to keep it in the main air unit script if it's only for falling satellites. Satellite units in general shouldn't be able to block nukes multiple times per life after all.
Thanks for taking the time👍 |
Description of the proposed changes
Instead of the Novax being able to destroy nukes, the nuke now destroys the Novax satellite the majority of air units.
This PR does not remove the "simulated projectiles" part of the game. The satellite dies when impacting on the nuke, just like any other low-hp air unit.
Checklist