Rider wrote:
Which reminds me, I would like a more 'refined' way of wall placing. Now when more then 2 wall ends connect to another one, it turns into a hardpoint without a turret. I'd really like to see some T splits and corners and things.
i'd agree. up through 1.10, and everything i've seen in wzr, as soon as a wall becomes a hardpoint-style 'quad' segment, it stays that way indefinitely -- walls should dynamically reform in the most asthetically pleasing form whenever they are built or deconstructed. although one may argue this isn't realistic, neither is the idea of isolated wall segments.
what i specifically propose is:
1. a 'straight' wall segment (as opposed to a hardpoint-style 'quad') is at the end of a wall, its maximum hitpoints are reduced to half (because it doesn't have a proper end segment to use to maintain integrity).
2. a 'quad' piece in any configuration does not have its maximum hitpoints altered, but (implicitly) costs more and takes longer to build than a straight segment.
3. to make up for #1, all walls should have about 30% more hitpoints by default, but when surrounded by other wall segments of any kind, a straight wall has more hitpoints than a quad.
4. whenever a truck builds or demolishes a wall, it will also have to "build over" adjacent wall sections as needed to satisfy the requirement that:
a. all linear walls are capped or cornered by a quad (or t-section, or corner piece, as proposed by rider).
b. all quads that could be a straight piece will built into one, and the cost difference will be fully refunded to the player.
5. such wall maintainance of converting existing wall pieces is considered an automatic order for nearby trucks, but lower priority than normal repairs. after conversion, an even lower priority is automatically building a single wall piece to fill a one-tile gap between two straight wall pieces.
scenarios:
1. wall:
section 4 is destroyed by an enemy and looks something like:
sections 3, and 5 are straight wall pieces, and as they cannot properly end a wall, their maximum hitpoints are reduced to half, and the current hitpoints are halved as well (so if they already are 50% damaged, they'll now have 25% of their normal maximum hitpoints). this means it's easier to destroy walls one by one in order.
a truck nearby without orders would be given a low-priority auto order to build a wall at segment 4 again, since it is a one-tile gap.
2. using the same diagrams as above, the wall is demolished by the owning player's truck. now, implicitly as part of that order, the truck must also build segments 3 and 5 into quads so that it'll look like:
the time it takes to convert a wall is much shorter than the time it takes to build one in the first place. converting to quads from straight sections costs very little in power. converting from quads to straight sections refunds some power.
certainly for all the above to work well, some other changes should be made to the build system in warzone. namely:
- nearby idle trucks may be given orders to automatically participate in existing build orders.
- you don't tell the trucks to stop building something, you just mark whatever is being built to stop being constructed until further notice.
- demolish orders can be applied in a drag-and-place system like building walls or other defenses