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[RFE] Base Attack Objective Improvements #3919

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@IllianiBird

Description

@IllianiBird

Current Implementation

Currently, during a base attack/defense some variation of turrets are spawned and these are used as the basis for determining whether the base is captured or destroyed. Some base attack/defense variants also include civilian units, which are used in the same way.

Problem

Princess loves destroying these turrets, due to their low to hit TN. There are probably other reasons, but I'm not canny when it comes to the inner workings of Princess' mind. Meanwhile, the civilian units are much maligned as all they manage to do is waddle about for half the game, before destroying themselves due to skidding on concrete into a building.

Solution

Create a number of 'Critical Infrastructure' turrets. These are unarmed, or barely armed, and represent base infrastructure. Things like 'mess hall', 'head quarters', 'R&D', 'Munitions Depot'. By piggybacking on the already existing Turret code, we minimize the extra work needed to implement this RFE.

These 'turrets' would be spawned in addition to Princess' usual suite of defenses. Arguably, civilians could be replaced, but that's not something I'm entirely sold on. That's something for the post implementation balance passes.

The number of 'turrets' spawned would also need to be tweaked, post implementation.

Under my current thinking, both critical infrastructure and turrets would be part of the 'keep x% alive' victory condition. However, again, post implementation balance passes may find that unnecessary.

Issues

We would need to check how Princess handles running out of unturreted buildings. I believe she can just double-up, but that would need to be checked.

This may require the creation of art assets, to properly illustrate the infrastructure. However, existing art assets can be used during testing.

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    (RFE) EnhancementRequests for Enhancement, new features or implementationsStratConBugs relating strictly to StratCon

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