Area weapons that always consume energy
Post ideas and suggestions on new features or improvements here.
posted on April 26th, 2011, 2:13 pm
Optec wrote:btw, the Remote Beacon is not considered a bug. Any special weapon, if used at a wrong location, consumes energy without yielding you any benefit
I will think of a way to improve its usability further (it actually works the way it is now to save you from precisely klicking on one of your ships).
If you want to discuss this, please open up a new topic and save this thread for bug reporting
I am not sure if this is technically feasible, but, if the special weapon is used and triggers its effect, could it not drain the energy from its owner-unit?
I.E. right now the weapon itself has a specialenergycost, but if it was possible via this other mechanism, the initial button weapon would not have an energy cost, but once the effect is successfully created (the ping or other weapon effect), it drains energy from the unit (valid targets, range being very very long). Thus, weapons that do not successfully generate the effect would not drain energy.
posted on April 26th, 2011, 2:21 pm
nope thats not possible at the moment. It would also not be a good solution, as it limits the flexibility of what special weapons can produce. the outcome of the generated effect can be highly variable and a successfull effect application might not even be decided at the created node, but at some node created a few steps later
posted on April 26th, 2011, 2:28 pm
Hm, so that couldn't be done just for the few number of units where it makes a difference? (off the top of my head, V-13's Excessive Strike or Remote Beacon)
Ah well, worth a shot
Ah well, worth a shot

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