satellite is useless because it takes forever to get from research...
Dead right, although it's not a *huge* priority in its own right ATM (get multitargeting working for "regular" units and the framework should be there for the big stuff anyway...)all dropship/naval units need multi-targeting ai i think,it's a bit silly that a massive dropship/battleship has only one weapon/engage one target at 1 time...
I tend to put the weapons in certain weight categories but only as a rough guide. And IIRC that above isn't a good fix because output depends a lot more on body faction than actual size/class :-\ I was thinking of set demarcations between weapon 'classes' - not getting rid of the weights or anything but using them as an indicator of weapon size grade. If we matched this grade against body output we'd probably have something like Python/Mantis being restricted to Flamers while Leopards and Retaliations were going around with Plasma and Gauss Cannons >:( ... well probably a *slight* exaggeration but you get what I mean... plus certain propulsions would also have their own guns but weapon grade would still depend on body size - take the Panzer; not compatible with light bodies, on a medium body you'd have a micro weapon on each side, on a heavy body it'd be a light weapon on each side, Christ knows what it'd be on an Assault body (either two mediums or two lights AND two micros... not sure which is more interesting-yet-still-balanced)weapon weight is weird,cannon is heavier than missile...huge weapons on small bodies problems can be solved by comparing the engineoutput(which is currently unused) of a body in body.txt with the weapon weight.
Agreed. The Heavy Machinegun (HMG) is basically a Browning .5cal/12.7mm MG; I'm not 100% sure what ammo types are available in RL but I'm pretty sure that even solid rounds can REALLY mess up stuff, even concrete, due to a combination of size and velocity (and fire rate!). MG, on the other hand, is a glorified 7.62mm GPMG, the cyborg variant a freakin' AK47. I don't see those tearing up reinforced concrete bunkers single-handed everyday...imo mg's are too good vs buildings,a fortified structure shouldnt get destroyed by a few mg bullet in less than 1 sec...
Great! Just gotta make sure MGs and napalm still workthey are already much better than 2.0.5rc1 now due to the projectile 'hit' system change(no more DICE based hits,so small cyborgs are much harder to hit now)
the special abilities sound like something can only happen a fps game...
Altmode switching has been in RTS since Dark Reign and was practically the core concept of Ground Control 2; 'special attacks' really came later but has been important in Ground Control, Spellforce, LotR and DoW/WA/DA. Its implementing the stuff that's the interesting bit ::) Would be modders' galore if we had code and shell/GUI support for such things though, would make WZ very attractive to tinkerers like us
Not exactly 'bonus'; more of a modifier. Certain bodies and propulsions tweak the standard armor allocations for better or worse depending on what kind of action it was originally intended, siege/shock units punch up the frontal damage resistance to crazy levels but are open even to small-arms from the rear (slow monsters like Collective bodies); cavalry and skirmishers have a balance of armor that makes them less solid than average frontally but with resistance almost as good as their front on their rear, allowing for hasty withdrawals and more aggressive combat maneuvers as they can take a beating on the sides and rear as well (tactical speed-oriented stuff like Paradigm and Nexus bodies) A few propulsions (small naval units in particular) might have a better rear armor allocation than their side armor...not sure about what kind of bonus propulsions should give.
And that last thingy Watermelon was kinda a way to allow defenses to get tougher just like mobile units gain experience; just an interesting idea...




