ChrisNeedham24 / microcosm

A little 4X game written using Pyxel.
GNU General Public License v3.0
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Add a new unit (or something else) that transports other units #79

Closed ChrisNeedham24 closed 1 year ago

ChrisNeedham24 commented 1 year ago

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

ChrisNeedham24 commented 1 year ago

Worth considering what happens to the units inside when a transport dies? Do they die too, or just get ejected?

ChrisNeedham24 commented 1 year ago

Will have to consider how to format the wiki for units - will probably look odd.

ChrisNeedham24 commented 1 year ago

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.

ChrisNeedham24 commented 1 year ago

~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.