Comments (2)
So long as they don't pay the cost twice, I think this is good behaviour to keep. The reason being: in a combat situation, the drones will be trying to cage the enemies, and the enemies will be trying to interrupt that. If multiple drones are caging one enemy, it means multiple targets need to be taken out to prevent the caging.
from goon-flock.
Closed as intentional
from goon-flock.
Related Issues (20)
- Flocktraces do not have antag overlays while in drones HOT 5
- As flockmind/trace it isn't obvious which drones are controlled HOT 2
- Newly spawned flocktraces admin report being attacked shortly after spawning
- Item stacking bug HOT 3
- Flockdrones can be attacked with no cooldown HOT 5
- Flock Bytes Can Spawn In Flock Walls
- Flockmind holding ALT displays the human-friendly drone names instead of the ones bi.be.tu etc. HOT 4
- Cancelling a floor conversion by clicking on another tile cancels animation but not the action
- Taking control of a drone sometimes makes it start moving in some direction HOT 1
- Dropping an item you started reclaiming keeps the animation
- Flockdrones getting stuck on plastic flaps HOT 2
- Animation issue still present for containers HOT 1
- Using hotkey to unequip absorber item doesn't stop absorption animation
- Items with a material have their color reset when taken out of absorber
- Sticking A Flockdrone Into A Clone Scanner Breaks the Drone
- Flock Drones Can Heal Using Chems
- Runtime when the Relay finishes broadcasting on extended game mode
- Reflected shots cause walls to be threatening HOT 2
- Flock structures do not turn off and runtime after suicide
- Flock cost defines are not interpolated HOT 1
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