Shotgun-like weapon logic

Registered by V.Fr.

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.DamageFallMultiplier= [float or percentage] def=1 or 100%
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

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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.

(?)

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