Open Archiatrus opened 6 years ago
I absolutely agree that the data should be available when seeing enemy units, but would like to point out that upgrades are not buffs, they're upgrades. They're entirely different concepts in the engine, so the buffs struct is not the appropriate place for upgrade info.
Thanks for clarifying. I assumed that internally an upgrade gives an permanent buff to all eligible units. If this is not the case than a new struct inside the unit class is needed. In my opinion it is just important to make sure that seeing a stalker can NOT tell you whether your opponent has +1 air weapons or not.
agree with, and Weapon cooldown.
Disagree with weapon cooldown. Like I wrote in #250 I fear it could break unit interactions. And it is a value hidden (or only implicitly known) to a human player unlike the upgrades I would like to be exposed.
One can always use it's on own value for cooldown (like humans do). Not really a problem.
Hi,
After seeing the new visual indicators of unit specific upgrades (very nice) I was reminded that this information is not available for enemy units via the api. First and foremost, a human just needs to select an enemy unit and the upgrade level of said unit can be seen. This can influence the decision whether it is time to attack or retreat. Moreover, in specific situation, for example whenever it is Phoenix vs other air unit, it is quite important to know whether the enemy Phoenix have the range upgrade or not.
At the moment one can get the upgrades of oneself via getUpgrades. But it does not make sense to make the information of enemy units always available. To stick with the example, you have to see a Phoenix once after the researched finished to know that it has the upgrade.
This is why I propose to put the buffs field to be available to both players (I don't see a buff that is hidden in the real game/ shouldn't be revealed when you have vision of said unit). Then add the unit specific upgrades as buffs. For example, if my opponent has stim, 1+ infantry weapons, and concussive shells, then a marine should have stim and +1 in the buffs, a marauder should show all three and a worker none. The values will not be updated when the unit is not visible, of course.