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Reduce explosion time of buildings when control-K'd

Open IndexLibrorumProhibitorum opened this issue 2 years ago • 5 comments

Describe the feature The current explosion takes quite a bit of time. Please reduce the duration.

Additional context The matter came up in a recent discussion on our group's discord, several people expressed their displeasure with the current time it takes. Alternatively, allow buildorders to be placed on a structure that has yet to finish exploding.

Alternatively, allow buildorders to be placed on a structure that has yet to finish exploding.

This is not possible.

But I'm in favor of reducing the explosion time in general.

Garanas avatar Mar 04 '23 09:03 Garanas

@Garanas what was it you had in mind for this?

MrRowey avatar May 12 '24 07:05 MrRowey

I personally think it would be interesting to have more unique death threads for various structures. That way we can drop the 'generic explosion' that applies to almost every unit except for experimental units.

Garanas avatar May 12 '24 09:05 Garanas

I personally think it would be interesting to have more unique death threads for various structures. That way we can drop the 'generic explosion' that applies to almost every unit except for experimental units.

So something like RK Explosions?

MrRowey avatar May 12 '24 16:05 MrRowey

Yes, but then less excessive. I may do a small setup this month, and then we can investigate whether that is the direction we'd like to take.

Garanas avatar May 13 '24 11:05 Garanas

@IndexLibrorumProhibitorum does this mostly pertain to Seraphim structures, or something else specifically? Because Seraphim structures are being addressed here: https://github.com/FAForever/fa/issues/6613

If not about only Seraphim structures (their death times are simply being normalized), then it'd be nice to have some reasoning and examples to be able to discuss this from a gameplay PoV.

lL1l1 avatar Mar 30 '25 08:03 lL1l1