Just an idea that I got from Starcraft 2 that I once used to design a map for Command & Conquer 3: Tiberium Wars, but what if there were destructible rocks/debris that were blocking access to certain key areas, such as an oil expansion or a backdoor area towards your opponent's main base? These destructible objects would require a significant amount of firepower to clear in a short period of time, or a small amount of firepower to clear in a long period of time, your call.
For an initial idea for stats for these destructible rocks/debris, I'm thinking about the following stats:
HP: 6000
Armor: 5/5
Strength: Hard
Size: 2x2
Height: 2
That way, T1 cannons and artillery would take a long time to clear the obstruction, even with numerous tanks present, while Bunker Busters and Rail Guns would take a shorter amount of time to clear it, though still, it would take them a while to clear it.
By comparison, although a Heavy Rocket Bastion's base HP is only 3205 (3200 from the base, and 5 from the turret), and although its base armor is 15/15, by the time that you can research one, you'd have already researched Supercrete Mk2 (a prerequisite towards researching this or Cannon Fortress), meaning that your Heavy Rocket Bastions would probably not have less than 8005 HP (8000 from the base + upgrades, and 5 from the turret), or less than 40.5/40.5 armor. What this would mean is that the destructible rocks/debris would take less time to clear out than trying to destroy someone's Heavy Rocket Bastion, though it would still take more time than destroying someone's hardpoint.
I'm hoping that this feature could be added so that I could work with new methods of blocking off key map points when designing new maps, though right now, I'm limited to blocking off areas by either separating them with bodies of water or cliffs (to force players to use hovercraft or VTOLs to access), or placing scavengers down to guard the areas (which can only happen if they're enabled). Besides, due to how easily neutral objects, such as houses, trees, and even ruined office buildings, are destroyed compared to a Machinegun Tower, using them to block off areas is out of the question, and although some of the neutral objects in the flaME map editor happen to be different kinds of hardcrete walls, they don't seem to show up in-game. (Is it because they just don't exist within the game files?)
Destructible rock/debris that block off key areas
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Shadow Wolf TJC
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Destructible rock/debris that block off key areas
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NoQ
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Re: Destructible rock/debris that block off key areas
Once map-mod support is merged (which may happen real soon), you would be able to include custom feature stats into the mod, making (for instance) destructible features really as strong as you want them to be. This seems to put an end the thread.
Another good thing about Starcraft is blocking passages with minerals. This way it takes a fixed amount of time to break through the block, no matter how much advanced you are. And this technique seems to be still missing even with mods.
Another good thing about Starcraft is blocking passages with minerals. This way it takes a fixed amount of time to break through the block, no matter how much advanced you are. And this technique seems to be still missing even with mods.
You're probably referring to the master object dataset that's different from 2.3 object dataset. See the first post in flaME thread for different datasets.although some of the neutral objects in the flaME map editor happen to be different kinds of hardcrete walls, they don't seem to show up in-game
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Iluvalar
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Re: Destructible rock/debris that block off key areas
Feature.cppNoQ wrote: And this technique seems to be still missing even with mods.
Code: Select all
274. // note that the advanced armour system current unused for features
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NoQ
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Re: Destructible rock/debris that block off key areas
Iluvalar: wow! o.O
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Iluvalar
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Re: Destructible rock/debris that block off key areas
no.. the time to destroy will be proportionnal to 1/3 of the weapon damage.
Wait... what if i do a weapon with 10000 dmg but change all the other modifiers so it get only 1% of it's power ? That will do the same effect as having a high modifier for all features but nothing else. So that would be the only one particular weapon that can break a super high hp feature in a decent amount of time...
I just checked and the max amount of hp for a feature is apparently 4 294 967 296 so it would be possible to high-jack the "slow rocket" or '"slow missile" type that is unused right now for that purpose.
Wait... what if i do a weapon with 10000 dmg but change all the other modifiers so it get only 1% of it's power ? That will do the same effect as having a high modifier for all features but nothing else. So that would be the only one particular weapon that can break a super high hp feature in a decent amount of time...
I just checked and the max amount of hp for a feature is apparently 4 294 967 296 so it would be possible to high-jack the "slow rocket" or '"slow missile" type that is unused right now for that purpose.
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milo christiansen
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Re: Destructible rock/debris that block off key areas
You could use scripts to remove a feature after a fixed amount of time with scripts. If you got really clever you maybe could remove it a fixed time after it's attacked 
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NoQ
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Re: Destructible rock/debris that block off key areas
And with zero vision range. And belonging to all players simultaneouslyPreternatural wrote:with map mods wouldn't it be best to have a high hp structure belonging to the player that takes a long time to 'demolish' ?
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Shadow Wolf TJC
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Re: Destructible rock/debris that block off key areas
Personally, I'd like for it to be a stage object instead of a player or scavenger-affiliated structure so that it's always present at the start of a match, regardless of whether or not players start with bases, or whether or not scavengers are present.
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