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Implemented The utility of manhacks

Marco

Radio Bob Approved
Protector
Joined
Jul 5, 2021
Messages
1,256
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Manhacks are, in my opinion, underdeveloped and tedious. Hence why they aren't utilised as often as they could or should be. They lack pathfinding elements and just sit in one area if it can't see anything. They can't be collected by rebels or combine when destroyed and are effectively a credit sink. Especially when any kind of automatic navigation would be very helpful in sweeps and would actively make them a threat.

My suggestion comprises of five points.
  1. For manhacks to drop scrap material, or a broken version of themselves, when they are destroyed.

  2. For manhacks to be able to collected if they aren't destroyed.

  3. An ability for manhacks to be [redirected/move/collected] with input from whoever deployed it

  4. For manhacks to be able to be given two commands, 'passive' and 'patrol'. Passive being to remain where it is, and patrol to wander around the map looking for something to attack.

  5. For manhacks to give out a 'destroyed asset' alert when destroyed.
While my above suggestions may not be perfect, I do wholeheartedly believe that the manhacks hold little to no use besides 'blocking' a specific area from normal civilian access (if the manhack doesn't chase them out of the sewers, that is.)
 
All these points sound interesting except for the fifth one. Unfortunately, the fifth point, in my opinion, could, in most situations, tip the victory in favor of CP over the rebels, especially during underground searches.

Overall, I like this idea. I enjoy the general concept of improving their capabilities.
 
Ok, no pings. Ozz already seemed to be on this already, and they asked boots to dev some stuff.
 
Partially implemented some stuff mentioned here a while ago already. Thanks @Naast

Archiving this thread.
 
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