Open necessarily-equal opened 3 years ago
Let's keep it at one problem at a time and not discuss fire resistance here. I agree that barricade having some intelligent scaling to fit niches better could be nice, although I feel it's fine that some larger doors need two of them.
For the record, it's quite laughable on the fortification map
I think its not such a big problem that a door needs more barricades. The examples are all community maps with really big corridors and doors. And such big maps give also more room for mining witch means there are bore bp to block the doors.
But i think that they are to easy to destroy for there price. Witch becomes worse the more of them are used.
How about just reducing the barricade price? Or maybe reduce it for barricades that are build close together.
Interesting idea about allowing barricades to "merge" to be less costly. like 2 BP for initial barricade and then 1 for each adjacent barricade?
I like the idea of having composable barricades. On the other hand I have no idea how to implement it. Does someone know how to make it clean and pretty?
WIf we go that way, it will need some balancing for fire and build time btw.
Le 7 janvier 2021 09:35:20 GMT+01:00, DolceTriade notifications@github.com a écrit :
Interesting idea about allowing barricades to "merge" to be less costly. like 2 BP for initial barricade and then 1 for each adjacent barricade?
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I wasn't thinking anything fancy. Just adjacent barricades cost less. I wasn't thinking anything like there needs to be a strong visual thing suggesting that these barricades were "one thing"
@DolceTriade that's a neat idea but you should open a separate issue (solution proposal) for it and reference this one.
although I feel it's fine that some larger doors need two of them.
Actually, I recently noticed that most doors require 2 barricades in official maps, and many even requires 3. They're useless anyway, because humans can wallrun them.
freem suggested that barricades end up being very costly to cover large doors:
It's indeed quite costly, and very vulnerable to fire and grenades. It also doesn't play well with trappers.
Maybe we could have fire-resistant barricades? Maybe one solution would be to have arbitrarily large very large barricade buildings? For instance a barricade like this that would be built by an advanced granger wallwalking:
It might be interesting to have some mechanism to destroy it partially. Or to adjust height, so that humans could crawl under it.
related to #6.