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Because game mechanics.
It's weird.
We did not expect it to do that.
This has to be counted as an odd mistake.
I kinda agree that conveyor belt shouldn't affect flying units, but then I think they aren't really that interesting to begin with. They are not bad but the mechanic is just boring =p (honestly the whole green island is boring. But it's a pretty easy one so I still go there often).
Stop trying to justify everything with this argument. It's a terrible one. This game uses logic. And any world with their own rules still requires to be consistant. Being able to fly over a building (= flying OVER it) yet being hit by a forest fire DOES NOT make sense.
Nor does getting moved by a grounded element when you're a flying unit. And being in a turn based game where time can be rewound is completely irrelevant to that, bringing UI elements is even more ridiculous since they aren't gameplay impacting elements, they are there for us, not the world or its characters.
The only reason they are affected by conveyor belts is as Rhym put it, there is no unit stacking. The devs are forced to create an inconsistency so as to not break the gameplay, and not necessarily "because they can, it's just a game!". Though i don't think that excuses getting hit by fire while flying, although it has aided me more than not.
I think individuals are looking at FLYING with some kind of false pretense. But I do think the game does a pretty good job of conveying to the player what it does: gives a unit mobility to move through occupied spaces, and immunity from empty/lava/water tiles.
Flyers are the only units that can move through cities and mountains (bonus mechanic), but they can't stop on either because the spaces are occupied (consistent mechanic). And speaking of stopping on tiles, all units (regardless of attribute) are affected by the tile they stop on. It doesn't matter if that tile is on fire, covered in A.C.I.D., a teleporter, getting frozen, or a conveyer. It is a nice, consistent mechanic.
Here's where the discussion begins. Should units that move onto conveyers be affected by conveyers? Yes. But should there be exceptions?
Personally, I think this is hard to say. This could change a LOT if flyers weren't affected. Here's one chain of thought:
1. Enemy units could damage themselves without ANY PLAYER INTERACTION. If flyers weren't affected and a non-flyer moved next to them on the same conveyer (because it doesn't look at the conveyer as a hazard), the enemy unit just ensured 1 damage to itself and 1 to the flyer since the flyer doesn't move, making them run into each other when the conveyer triggers. Free damage, because the AI is being stupid. The game is built around creating challenges. Is this a challenge? The value of strategy in the game would quickly depreciate.
2. Alright, let's say the devs do this first idea anyway, and to correct this self-damage from the enemy units, they make it to where enemy units view conveyers as hazards (avoiding them completely, like they avoid smoke or fire). I fear this could make these maps really easy because of AI predictability. To correct this, it would require a level design rebalancing for conveyer-based maps, giving more movement options to the enemy around these newfound hazards.
Instead of changing everything because of a false pretense, maybe the mechanics are working as intended, and quite effectively. The game's mechanics work in a way to create consistency - and thus conveyance - for the player to understand the challenge set before them. In other words, "because game mechanics." A nicely packaged, thoughtfully designed game that works quite well because of those mechanics.
I never said, "it's just a game," as that implies something completely different.
But maybe, to help with the false pretense that flying should be able to fly over everything else and not be affected by it, perahps the attribute called FLYING could be changed to HOVERING. Localization shouldn't be too rough with this move, either. Though it might not make as much sense for something to "hover" over a city or a mountain, however.