fisk0 wrote:About the weapon mount points - I guess this could require a lot of programming and stuff, but maybe there could be an additional weapon category, on the opposite side of the size spectrum from the fortress guns, just miniature defensive weapons? They could be smaller and somewhat weaker models of the standard weapons, like the cyclone with only two barrels instead of the standard four, lancer/scourge/AT rockets with only one launcher instead of two, and otherwise only light weapons like light cannons, machineguns, flashlight lasers, needleguns and such
I was reading this in Elio's thread about his new HQ design.Zarel wrote:Those are called cyborg weapons.
It occurred to me that miniaturized weapons like this are actually absent, and would add extra realism if they were present. Real war machines carry secondary weapons.
Real tanks usually have about 2 machineguns, either 7.62 or 12.7 mm, to defend against enemy infantry, and one 120 or 125 mm heavy cannon. The heavy cannon can fire a whole bunch of different ammo types depending on what it's target is(APFSDS against tanks, HEAT against other vehicles, HESH against structures, HE-Frag against dug-in infantry). Even attack helicopters usually carry two to four anti-tank homing missile packs, which have HEAT warheads usually, but can be equipped with other warheads like the Hellfire's thermobaric MAC anti-structure warhead. Along with the missile launchers, attack helicopters have 30mm chain guns effective against infantry and soft vehicles.
So we can equate the main armament with stuff that's already there(the tank guns being Heavy Cannons, the 4 AT missile packs being equatable to 2 Scourge launchers). But the secondary weaponry is more like the stuff cyborgs carry.
So here's my idea:
The number of secondary weapon slots on a design are based on it's main turret -
Heavy Weapons(HC, Gauss Cannon, Heavy Laser, Plasma Cannon, Twin AG, Twin A-Can, all AA guns, etc.) - 2 slots.
Medium Weapons(MC, HPV, A-Can, TK, Scourge, Inferno, AG, Rail Gun, Pulse Laser, Vindicator, etc.) - 1 slot.
Light Weapons(LC, MG, TMG, HMG, Flamer, Lancer, Minipod, BunkerBuster, Avenger, Flashlight, Needle Gun, etc.) - 0 slots.
Artillery Weapons - 0 slots.
VTOL Weapons - 1 slot.
VTOL Bombs - 2 slots.
The secondary weapons available would be exactly like cyborg weapons, with the same graphics and stats. They would become available once their respective cyborg becomes available, and would simply be bolted on top and towards one side of the main turret(for 2 slot turrets) or directly on top of the main turret(for 1 slot turrets).
They would follow the same firing specifications of the main weapon, but would not be manually controlled and would simply shoot at the best target for them(eg. secondary machine guns automatically shooting those pesky cyborg flamers that run up nearby while the main gun attacks enemy tanks) which is within range. The main weapon would still dictate how the unit acts in battle - a Scourge missile tank with a secondary thermite flamer won't close in to point blank, but the thermite flamer would still shoot anything that comes too close. VTOLs would be able to use their secondary weapon as long as their main weapon has ammo. Secondary weapons would adhere to the same Hold Fire and Return Fire commands as the main weapon would.
They would add no HP to the unit, but would add half of the equivalent cyborg's price to the unit. Defensive structures would have no secondary weaponry, but base structures would have up to 3 slots like this:
Factory: 1 -> 2 -> 3 (depends on number of modules)
VTOL Factory: 1 -> 2 -> 3 (depends on modules, again)
Research Facility: 1 -> 2 (depends on modules)
Power Generator: 1 -> 2 (depends on modules)
Command Relay Center: 1
Command Center(HQ): 3
VTOL Rearming Pad: 0
Repair Facility: 1
Cyborg Factory: 1
Oil Derrick: 0
I think it would be obscenely hard to implement this into Warzone's present version, but it's just a possible idea for a future game, like 2200.