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Old March 13th, 2008, 03:23 AM
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Default Re: Scripting Issue - Specifically Retreat Command

Quote:
Saulot said:
This would make Caelum unassassinatable (is that even a word? heh, probably not), and so would be way too unbalancing, not just for them, but air nations in general. Not to mention the various other flying SC's and thugs that are in need of a good trip to a wetworks facility.
It wouldn't make Caelum immune to assassinations, only the commanders/mages setup to instantly flee. If you have all your commanders/mages in Caelum setup to instantly flee you're probably not doing very well in MP games or SP games.
I approach game design by logic... and logically a flying mage scripted to instantly flee should escape an earth elemental assassination. If the assassin is another flyer then the game should be designed where one flyer has to run on the ground past the other flyer. Thus both flyers walk once a retreat occurs for game balance. I doubt we'll be seeing a change anyways, but instant death while fleeing doesn't make sense.
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