CellSpread and buildings

Registered by Renegade

One annoying thing about the YR engine is the handling of CellSpread weapons with a value of 1 or above against buildings with a size larger than 1x1. It basically multiplies the damage for every cell it hits, which can be really unbalanced sometimes. I'd like to see an additional tag for handling such weapons.

Something like:

[Warhead]>SpreadAffectsBuildings=yes/no

Would simply make it so that weapons that have a warhead using CellSpread don't actually affect the building, so the damage isn't multiplied.

I'm aware you can change up the % in Verses against certain buildings, but not every building with a certain armor type has the same foundation size. The best example I can give of this is artillery units with CellSpread doing additional damage against a 2x2 defensive structure (Like the Obelisk or the Grand Cannon), but significantly less damage vs 1x1 defensive structures.

I'd really love to see the tag I suggested be put in, since it'd really help when it comes to balancing.

Blueprint information

Status:
Complete
Approver:
None
Priority:
Medium
Drafter:
None
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
None
Implementation:
Implemented
Milestone target:
milestone icon 0.6
Started by
AlexB
Completed by
AlexB

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Whiteboard

Implemented as:
[Warhead]CellSpread.MaxAffect= (integer, defaults to -1 (infinite))
The positive number of times an object can be affected at most when hit by a warhead using CellSpread. Buildings can take multiple hits, potentially one for each cell of their foundation. Set this to 1 to make them hit not more than once. If an object is hit more often than it should be, the hits closest to the impact site are used.
-AlexB

(?)

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