Closed ChrisNeedham24 closed 1 year ago
Worth considering what happens to the units inside when a transport dies? Do they die too, or just get ejected?
Will have to consider how to format the wiki for units - will probably look odd.
I think it makes sense that all contained units would die if the transport dies too. The wiki should probably be separated into different types of units at this point.
~An odd situation occurs when you have a healer unit trying to become a passenger of a deployer unit. If the healer unit is more than one quad away, when clicking on the deployer unit, it becomes a passenger. However, if the healer unit is adjacent to the deployer unit, it heals it instead (or does nothing if it has already healed this turn).~
~Given this inconsistent behaviour, I think it makes the most sense to just not allow healer units to heal deployer units. I feel like this is further supported semantically since the actual deployer units are basically just vehicles and not actual living organisms.~
Turns out the real situation is when a healer unit attempts to board a deployer unit that has no space for it, it heals it instead. I think it still makes sense to prevent healer units from healing deployer units to avoid the difficulty in choosing to heal, though.
Rather than having to move each unit individually, a transport unit would be useful to move multiple units in one. This would function similarly to a garrison, and would be unlocked mid-late game, and have fairly significant stamina. This would likely require large code changes. Deployment would also function in the same way as settlements.
Credit: Andrew