Currently, ore trucks will crush disguised spies. That seems illogical to me. I think ore trucks should be able to force crush spies, with user input (just as they can be force fired upon), otherwise they should be avoided.
Whether spies are OP is a different matter (see e.g. https://github.com/OpenRA/OpenRA/issues/12228).
keywords: spy, spies, harvester, ore truck, crush, run over
This "crushability" makes a player to micromanage the spies more, not just point him on enemy building and forget (in case there is no dogs etc.), so spies gonna be more valuable because even if the enemy doesnt spot a spy, there is a chance for player to lose the spy if he didnt micromanaged him...
IMO
Also means spies could block a refinery
Also means spies could block a refinery
Crazy, probably impossible idea: Now that we have hitshapes is it possible to give the ore dump cell spy detection?
@Smittytron what is our stance to this topic now that spies can not steal money anymore? Do you think they should be uncrushable unless you know the hidden modifier that makes them crushable?
Ideally crushing would use the same behavior that tells combat units to ignore a disguised spy. An undisguised spy should still be crushable.
Also, since combat units will have the attack cursor vs a disguised spy, it would be helpful for a vehicle to be able to crush a disguised spy on command with Force Move.
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This "crushability" makes a player to micromanage the spies more, not just point him on enemy building and forget (in case there is no dogs etc.), so spies gonna be more valuable because even if the enemy doesnt spot a spy, there is a chance for player to lose the spy if he didnt micromanaged him...
IMO