HCN-Trooper wrote:
-(destroyable-/repairable-) Bridges could be added
The bridge is disabled in code,not sure how hard will it be to re-enable it.
-New design method:
not very feasible because of the order of components in 'template creation'.
-Cyborgs now able to garisson, 10 slots in big flats, 3 in houses, one slot is for one cyborg, a super cyborg though, need 2 slots
I was thinking about that too,though I wanted to replace cyborgs with human infantry.
-New propulsion: Walker (Slightly faster than wheels, halftrack like bodypoints, always same speed)
so the vehicle always moves (when going up or down a slope/hill) with the same speed.
making cyborg legs designable shouldnt be hard,but the bodies with legs propulsion will look weird caused by legs size/body shape.
-New (super heavy)Body: Hydra (following the row of Big:Wyvern, Bigger:Dragon, Biggest:Hydra) which will even have two fitting points for 2 weapons, or 2 sensor like things,or a sensor and weapon.....
the end game bodies are useless,for their build time/low armor threshold and any smaller body can use the same weapons super bodies can use...
-New flying tech:
--Mobile Re-arming pads
---this is for units, accept for airunits, cyborgs, Submarines and
ground units which has an equal type body as the air unit or less(so rearmingpads can't be used on Light bodies and no Hydra body can land on a mobile re-arming pad)
---when an airunit has to land on a Mobile Re-armingpad, the ground unit has to stand still until the unit is landed.
there was some technical difficulties I tried last time,so it's not possible without massive changes to the way rearm structure works or make unit/structure interchangeable.
--Airstrip+hangars
---Building is 3*5 squares
---hangars can produce and store jets
---which need to take off on a airstrip and are way more faster than VTOLS.
---hangars will be on the side of an airstrip
---hangars also do the rearming, repairs and manufacturing
Actually I almost implemented this except the take-off and landing orders,I even made a prototype of 'rearmfield' in pie slicer back then,this is what it looks now in pietoaster,because pieslicer = runtime error now:
--Heli propulsion
---this body propulsion will be manufactured is a normal Vtol factory
---this propulsion will be slower than Vtol/jet
---it doesn't need the rearm pads(maybe only for repairs)
I implemented it once and it was fairly easy.
-Cyborgs should be designable too(able to hold /switch between 2 weapons).
-Cyborgs Abillity: Jetpack
--not worked out,no further ideas for this.
data changes only.
-new vehicle (not for VTOLS or Jets) weapon, a bunker which is garrisonable for cyborgs (4 slots)
-better internet play options (master server needed or so)
-oil-derik upgrade: two nodders instead of one. An if one is down the other is up and vice versa..
-Another new propulsion: Subterrainian drill (Yes, like Tiberian Sun) which can be added to:wheels,half-tracks and tracks only.
--some more info:
---the vehicle will go under ground when the move is faster, the tracks-subdrill is the fastest for going underground (that one has the best grip) .
---the vehicle will go in a straight line to the target when going underground, but it cannot go underthrough deep water, because out there the ground is unpenetrate-able, or at least the movement will be VERY slow.
---the tracks-drill, will have most bodypoints of all propulsion,because above the ground it will have a shovel, when going underground the shovel makes place for the drill....and underground the bodypoints increases by 200% (due a layer of ground above the vehicle)
---when going underground, the ground deformes into a pit/crater.
---new anti tech: tanktraps upgrade, concrete upgrade, sensor upgrade. Tanktraps and concrete walls(and hardpoints ofcource) will not be possible for drills to go underthrough... And sensors will warn when enemy drills are in sight (underground going) only then there able to attack.
---New drill tech: VTOL HEAP-Drill bomb-bay which allowes the VTOLS to atack from a distance, when they drop the bombs, the bombs will go underground and travel like 20 squares to it?s target then explodes massively.....
---Nevertheless, orbital strikes and archangel missles will slice the vehicles which are going underground like butter(when they?re spotted or just by lucky strikes).
I wont expect AI or human player to use it properly...
-Promotion system changes:
--Defence structures should be able to get ranks
--Promoted units should earn abilities like autorepair, even when moving or so.
should be relatively easy.
--Naval Zone--
-New Shipyard
--Naval Shipyard (or Sub Pen or so)
--6*6 squares
--can only be build on the water, all 6 by 6 squares
--this building provides manufacturing of ships and submarines, there are no modules for it
--it has a senor dish and a repair turret
-New Structure
--Naval platform
--2*2 squares
--can be build on water or partly on water, only 2 squares of the 4 squares sized structure can be build on land
--has a 1 by 1 square in the middle to build a defence, sensor or Vtol/Heli -rearmingpad, groundunits still can pass the 1 by 1 structure, Slowly
--this can be used for:
---Building bridges
---building barriers
---On water Defence building
---it also support the Repair facillity, which can now be build on the Water's edge aswel, for Shiprepairs.
Technically a shipyard is a combo of factory and repair turret.So it's not hard if anyone is willing to try.
Naval Units tech:
-Battle Ships:
--Light:
---Propulsion for, Light to heavy body (Viper to Venganche)
---as big as 1 * 2 squares
---2 weapon fittings
--Medium
---propulsion for Wyvern super "light" body and Dragon Super "Medium" body
---3 weapon spots
---as big as 2by4 squares
--Heavy
---Propulion for Hydra Super "Heavy" body (maybe more if more superbody-rows are implented)
---5 weapon fittings (2 on body,3 on propulsion)
---as big as 2 by 4 squares
-Submarine:
--Only support bodies: Viper to Venganche
--as big as 2*1 squares
--it has 2 weapons, one on the body and 3 archangelmissle holes,which launches 1 missle per 2 seconds
--Submarine can only attack when it's on surface with it's weapons
--In guard mode the sub will reach for the surface.
--sub marines can't be seen under water, however Sensors can detect them
Naval involving tech:
-Thermite bomb-bay upgrade: Floating Thermite bomb-bays
-Air unit weapon: Torpedo Bays
-Torpedo upgrade, Add a torpedo launcher as secundairy weapon for all Rocket/missle using Weapons,accept the artillery missles.
New Game type:
-Naval wars:
--only for maps which are for at least 70% consisting out of water
--shortened tech tree
--the base consists of,
---HQ
---CRC
---Naval Factory
---VTOL factory and/or Airstip
---Re-armingpads
---no Cyborg Factory
---some oil deriks and PP ofcource
---Research labs
---Factory: which only produces Hover ground units
There was a slight problem with collision detection with more than one tile and with non-square objects,though it can solved by using multiple bounding box like ppl did in fps games(one for head,3-4 for limbs,one for chest)
tasks postponed until the trunk is relatively stable again.