Shotgun-like weapon logic
I'd like to make units/buildings that have a weapon that hits first (and further) enemy unit on its way to target. Shotgun for example.
[The weapon may have a special warhead or projectile.]
Examples of tags:
Shotgun= [boolean] def=no
if set to yes, the logic is enabled
Shotgun.Range= [integer, NOT HIGHER THAN Range=] def=Range
unit will come in this range to shot if you command them to attack
Shotgun.
damage is multiplied by this value if the distance to target is 1 cell higher than Shotgun.Range=
Shotgun.HitThrough= [boolean] def=no
if set to yes, the warhead will go further having its own damage reduced by the damage it has done to its last victim
for example, you have a railgun with Damage=300, you hit a target which has 100 HP, and the ray will hit the next target dealing 200 damage (as maximum).
Blueprint information
- Status:
- Not started
- Approver:
- None
- Priority:
- Undefined
- Drafter:
- None
- Direction:
- Needs approval
- Assignee:
- None
- Definition:
- New
- Series goal:
- None
- Implementation:
-
Unknown
- Milestone target:
- None
- Started by
- Completed by
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So... A Railgun then (only with decreasing damage)?
The only thing that a railgun can't replicate there is the decreasing damage.
-- Well, why not? But every tag (or function) I propose is more applicable to a shotgun.
Also, if you remember Kenosis' torpedoes, you'll find more applications and ideas for logic. But I really need only shotgun and railgun atm.
-- -- Railgun logic already exists.