Triglavian Command Destroyer

The Triglavian Command Destroyer would be the counter to the Command Destroyer in so much that it would allow the TCD pilot to warp the Command Destroyer and any ships within the Command Destroyers drag bubble in the direction that the TCD is heading. The TCD however would not have its own ability to use a drag bubble unless it is already in Command Destroyer drag bubble.

Its that whole Lambda Calculus thing going on.

So you mean you get to Boosh people then warp them off grid as well to then kill them…
This isn’t a counter, it’s a combo.

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No Montenyard, the Triglavian Command Destroyer cancels out the active drag bubble being used by the Command Destroyer and then drags the encapsulated ships in the direction that the Triglavian Command Destroyer is traveling in.

Jump Command Dessie in from one side doing the paired boosh (or however you want to boosh). Destination of boosh includes Trig CD.
Trig CD then takes all the ships that just landed around it and warps them off grid.

There is no possible way you can code around this.

Not to mention the issues in a directional warp without setting the values first. And the complications that would include.

Wrong. There are things called collider boxes that when two objects interact, which a drag bubble is, its an object attached to the Command Destroyer that has its own object identifier that is assigned to the object identifier of the Command Destroyer.

When the Triglavian bubble collider interacts with the Command Destroyer drag collider a roll would take place with the players skills and ship bonuses added in to determine if the Command Destroyer’s drag bubble is collapsed and then another roll if the Triglavian warp bubble then drag warps the ships and the Command Destroyer away in the direction of travel that the Triglavian Command Destroyer was heading.

Read up on how box colliders and interactions actually work over at Unity Gaming Engine, because you don’t know.

Now go back, and look at what I’m saying, and work out that I do actually know how colliders work, but that it doesn’t matter at all, because you want the CD to stop there anyway, and you want all those ships to then get warped off grid by the Trig CD.
The whole point is that it is a combo of both effects together deliberately, and it’s insanely overpowered.

Triglavian override…
…Instantiated
…remote activation
…beginning counter drag operation

https://docs.unity3d.com/Manual/CollidersOverview.html

Collision callbacks for scripts

When collisions occur, the physics engine calls functions with specific names on any scripts attached to the objects involved. You can place any code you like in these functions to respond to the collision event. For example, you might play a crash sound effect when a car bumps into an obstacle.

On the first physics update where the collision is detected, the OnCollisionEnter function is called. During updates where contact is maintained, OnCollisionStay is called and finally, OnCollisionExit indicates that contact has been broken. Trigger colliders call the analogous OnTriggerEnter , OnTriggerStay and OnTriggerExit functions. Note that for 2D physics, there are equivalent functions with 2D appended to the name, eg, OnCollisionEnter2D . Full details of these functions and code samples can be found on the Script Reference page for the MonoBehaviour class.

With normal, non-trigger collisions, there is an additional detail that at least one of the objects involved must have a non-kinematic Rigidbody (ie, Is Kinematic must be switched off). If both objects are kinematic Rigidbodies then OnCollisionEnter , etc, will not be called. With trigger collisions, this restriction doesn’t apply and so both kinematic and non-kinematic Rigidbodies will prompt a call to OnTriggerEnter when they enter a trigger collider.

In this case once the Command Destroyer emits its drag bubble its Kinematic would be switched off to fulfill the need of the script.

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