When Carryall lift a vehicle and die, vehicle deathweapon is ignored

Bug #895172 reported by Bug Importer
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Wishlist
Unassigned

Bug Description

When Carryall lift a vehicle and die in the air with the vehicle, vehicle deathweapon is ignored when it hits the ground

Revision history for this message
Marshall (m-edward) wrote :

Yes, I would like this!

Revision history for this message
Bug Importer (bug-importer) wrote :

Scened that!

-Lazy Dupl3xxx

Revision history for this message
Bug Importer (bug-importer) wrote :

Exempel, carry all lift a demolition truck, and get shot down, nothing happens, no radiaiton explosion

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Thinking about this - what makes the carryall's passenger different from normal passengers?

Ares tries to eject normal aircraft passengers, so I think that triggering deathweapons of all passengers who fail to eject, not just for carryall, would be reasonable.

Revision history for this message
Graion Dilach (graiondilach) wrote :

That's reasonable, of course, but this should be optional.

Revision history for this message
Renegade (renegade) wrote :

What makes them different is the direct exposure to the impact.
If you have a Carryall carrying a Demolition Truck, and the Carryall crashes, you are directly ramming the Demo Truck into the ground out of hundreds of leptons height.
If a Nighthawk crashes, it's the Nighthawk only who impacts the ground, the passengers only ever interact with the Nighthawk's insides.

To put it differently: While a passenger inside another unit still dies, he is largely protected from damage - as evidenced by the fact that shooting a Nighthawk down to 50% doesn't mean the passengers are damaged as well. So I find it perfectly reasonable to say they sustained enough damage to die (e.g. broken neck), but they were protected enough to not have their death weapons triggered.

In addition, you also have to consider the effects on balance: While the opportunities for abuse in the stock game may be few, the fact stands that triggering the death weapons for passengers would turn Nighthawks full of Terrorists into nigh unstoppable Cruise Missiles: In a bad scenario, you shoot down a Nighthawk, two Terrorists chute out and sail down as parabombs, while the Nighthawk rams into your refinery and destroys it with the power of three Terrorist-bombs.
No matter what you'd do, you'd be screwed: Don't touch it, it lands in your base and the terrorists escape. Shoot it down and everyone escapes: You've got living parabombs/escapees. Shoot it down and no one escapes: You've got a quintuple-power kamikaze-Nighthawk.

Players should have a reasonable chance to successfully stop an incoming passenger aircraft. There's no success if you're getting screwed either way.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Shooting a Carryall down to 50% doesn't damage the passenger either...

I can either code it to
a) eject the cargo at the same point as normal passengers (still in the air), with/without a parachute, with/without forced placement even if there's a conyard in the same cell, or
b) to keep it in the carryall and just detonate it when it splats into the ground.

What works better?

Revision history for this message
Renegade (renegade) wrote :

My personal preference would be ejection with parachute without forced placement. That way, both sides get a fair chance...if the defense has enough AA, then the cargo gets shot down as well. If it doesn't, the offense may keep its tank and go from there.

Revision history for this message
Graion Dilach (graiondilach) wrote :

Agreeing with Ren.

To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.