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 Post subject: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 4:07 pm 

Joined: Thu Dec 02, 2010 12:59 pm
Posts: 247
Ok, I thought immobilize prevents airlift from working, but when i played against thor, he could still airlift even though i immobilized the arty and it just had two immobilize icons, is this a bug?
http://battledexgame.com/game.php?game_id=23789


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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 4:52 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
You tried to immobilize on the same turn he airlifted. I believe the way this is resolved is that it is a coinflip, and in this particular instance his airlift was applied before your immobilize.

The other explanation is that you could always airlift if your unit isn't immobilized the turn previous (meaning restriction on the card working takes place during the card playing strategy phase and doesn't look at that restriction during the action phase), but I have no idea if that is the case or not.


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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 4:57 pm 

Joined: Thu Dec 02, 2010 12:59 pm
Posts: 247
I think immob would not work if airlift goes first, i remember seeing a game like that that says immob target is gone or something.


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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 5:27 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
This is a bug. The immobolize should fail if the airlift goes off frist. If the immo goes off first, the airlift will cancel. We will fix this for next patch. Sorry.


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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 5:44 pm 
Battle Dex Testing Team
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Joined: Thu May 06, 2010 8:10 am
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My suggestion is to completely change it. There shouldnt be a cointoss. Debuffs should always have priority order. That means if you play immo and airlift in the same turn on the same unit, airlift wont work and the unit will be immobolized. The same for blinds...
What do you think?


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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 7:51 pm 
Battle Dex Testing Team
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Joined: Tue Apr 27, 2010 7:06 pm
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Location: Munich
WitcherSRS wrote:
My suggestion is to completely change it. There shouldnt be a cointoss. Debuffs should always have priority order. That means if you play immo and airlift in the same turn on the same unit, airlift wont work and the unit will be immobolized. The same for blinds...
What do you think?

Agreed!


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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 7:58 pm 
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Definitly agree.
Also about the issue of multiple temporary heroes on the same hex: How do you feel about them appearing after the other hero moved away from that hex?

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 Post subject: Re: Airlift vs Immob
PostPosted: Sat Feb 05, 2011 8:12 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
Here are the things effect that could happen (lets brainstorm to see if I missed anything):

Immobolize -- how does it interact with airlift, evac
ailift/evac -- how does it interact with temp heroes and other similar (air support, airborne, etc.), minor artillery, and other airlifts
temp heroes -- same as above and how do they interact with each other
minor/major art -- same as above and how does it interact with armor buffs just added that turn.
Abandon/Eject (maybe in the future) -- how does it interact with minor artillery
Repair/training buffs -- how does it interact with minor art
Firpower/movement/other buffs -- how does it interact with minor art (if you fp first and then get killed you are not happy)
Armor buffs -- see above with minor art -- a little different than other buffs since it affects the damage you take
Medic vs. death march
Buff vs Debuff that dont allow both -- backfire versus octane.

FIrst question is did I miss anything. Next question is how do you resolve this list.


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 Post subject: Re: Airlift vs Immob
PostPosted: Sun Feb 06, 2011 12:50 am 
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Joined: Fri Dec 31, 2010 10:17 pm
Posts: 27
I would have positive buffs occur first then the debuffs occur after.

For Example:

Medic then apply Death march
Armor then apply Minor Art
Airlift then apply immobilize

This ordering means being able to see both effects occur (visual reinforcement) and will ease player confusion. It also gives the players a solid set of dependencies instead of a cointoss so they can calculate better.

Negative and positive modifiers should be considered separate. So you could have a -2 and +2 speed on a single unit.
Stacking like modifiers isn't desired but a separation of positive and negative modifier effects is going to be desired at some point in the design process.


Last edited by CorpsE on Sun Feb 06, 2011 2:05 am, edited 6 times in total.

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 Post subject: Re: Airlift vs Immob
PostPosted: Sun Feb 06, 2011 12:54 am 

Joined: Mon Nov 29, 2010 12:57 pm
Posts: 64
I would say,

anything applied to your own troops take effect before any application on opponent troops, BUT those still take effect.
(immo/ airlift = immo for 3 turns ?

temp heroes/ airlits/ land mines/ air support/ airborne on suddenly occupied hexes cancell both? (fairer than a coin flip)

and well, art strikes either gets applield last of all or first of all


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