Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Change scout handling #83

Open
ScorchedEarther opened this issue Jun 1, 2018 · 0 comments
Open

Change scout handling #83

ScorchedEarther opened this issue Jun 1, 2018 · 0 comments

Comments

@ScorchedEarther
Copy link

Firstly, I think the current functionality of the SCOUT unit type should be wholly replaced with the existing SCOUT attribute, and a new attribute which defines how many of that individual unit can be assigned to go scouting (much as a global attribute does at the moment for all units with the SCOUT attribute.

Seconds, I think it would really help for the SCOUT attribute to work with all units, not just SCOUT unit types.

Thirdly, the SCOUT unit type should switch to return fire stance when it has the ability to cloak.

Fourthly, I think the SCOUT unit type should be given a behavior of its own similar to that the ANTI-HEAVY, but with total avoidance of static defenses. Eg. It will use scout units in groups to swarm heavies, but will never tangle with porc unless that porc has the HEAVY tag and there is no other porc in the area.

This would allow for a whole range of beneficial changes -

Scouting with Jethro
Scouting with Dirtbags and effective use of Dirtbags
Scouting with Archer
Use of Flea as anti-heavy swarmer

Scouting with & effective use of with Puppy
Use of Dart as an anti-heavy
Use of Scorcher & Ravager as scout

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant