> The attacked player knows how long that unit shoots and sees
> the direction. The next thing he does is placing a forbidden area on
> the target field and the target unit will evade. Since this is a strong
> attack such behavior will be highly rewarded.
This is possible, but not necessary as this unit is not designed to attack other units in the first place - as you said, all units are constantly moving in the game (perhaps except this one, and only when it's shooting) so this unit will inherently be ineffective against other units, but that's the point, it's supposed to be used against towers and other buildings.
As for the graphics, I'd think that's just a small issue but since I'm new here I might be wrong. If the idea is accepted, I thought it can just be implemented first then added to the release later when there's graphics available.
On Mon, Jul 21, 2008 at 7:11 AM, Kai Antweiler <address@hidden
> Also theirThat I don't like, because it invites micromanagement.
> missiles always fire towards the original location of their target at the
> time of firing, and will not damage the target if it has moved from that
> location, so basically it can't hit a usual fighter unit.
The attacked player knows how long that unit shoots and sees
the direction. The next thing he does is placing a forbidden area on
the target field and the target unit will evade. Since this is a strong
attack such behavior will be highly rewarded.
Also if the target unit currently is not fighting, it will be on an
other field - glob2 units a almost always moving.
But the most important point.
Nobody will do the graphics.
We have critters in glob2, but we don't have graphics for them.
At least that is the state that I remember.
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