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 PostPosted: 16 Dec, 2009 
 
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BM and Mithy:

As you guys shoot things back and forth on trying to mod that, bear in mind that it is possible in some instances for the transports to be lower/higher in the air when it is destroyed. Ex: Lower when it is landing or just finishing coming up over a cliff edge, higher when shooting out over a cliff edge. So the units should take less/more damage based on some factor of the last altitude figure of the transport when it was destroyed (if this figure is even accessible).

If you guys were already considering it then I apologize and you can ignore me. :D

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 PostPosted: 16 Dec, 2009 
 

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already considered. XP

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 16 Dec, 2009 
 
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It's easy enough to check height above the terrain at the time of detachment, so yeah. The question is, what factor do you use to balance 'size-based' damage? Collision size? Mass cost?

The latter might actually work the best. It'd insure that tougher units like AABs and assault tanks take comparatively more damage, despite their relative visual similarity in size to things like T2 bots or even T1 tanks.

Or you could just take a percentage of HP. v0v


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 PostPosted: 16 Dec, 2009 
 
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I personally would be in favour of a percent reduction, within a range. Perhaps a scaling from (e.g.) 10%-20%, where 10% is 0 distance and 20% is like, the height of an ASF, and above.

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 PostPosted: 16 Dec, 2009 
 
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Still, it might be amusing and good gameplay to have more fragile, expensive units like T3 mobile arty explode on impact, where T1 tanks and such land with minimal damage.


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 PostPosted: 16 Dec, 2009 
 

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Mithy wrote:
Still, it might be amusing and good gameplay to have more fragile, expensive units like T3 mobile arty explode on impact, where T1 tanks and such land with minimal damage.


Yes Yes.. exceptions for hover tanks too please. :D They can just turn up the juice and save themselves before impact.. right?


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 PostPosted: 16 Dec, 2009 
 

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Mr Pinguin wrote:
Yes Yes.. exceptions for hover tanks too please. :D They can just turn up the juice and save themselves before impact.. right?

might make the Aeon a wee bit OP. then again, the Aurora might need it because of it's fragility.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 17 Dec, 2009 
 
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More importantly, fobo drops.


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 PostPosted: 17 Dec, 2009 
 

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more importantly; i have just used an SCU + transport to create a rather expensive, shield piercing, bomber.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 17 Dec, 2009 
 
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That would surely be too expensive for anything except nuke defense and gameenders though, if a fobo drop were to be made possible even if the transport is destroyed in the air, that would have.... Unpleasent consequences


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 PostPosted: 17 Dec, 2009 
 

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probably a safe bet that Fobo's will die. they'll take a 100 damage hit on top of fall-damage, because the transport crashes with them.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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