Propulsion : somes ideas, asking and crying
Posted: 19 Jan 2007, 04:50
yep !
For my mod, i want to erase half-track (no use in-game. In RL, half-track are really good in transport, but WZ don't have use for that, even with cyborgs transport). No problem with that i suppose (i don't think WZ crash if he don't find half-track ?).
But i want other propulsions, and i want a propulsion can be obsolete, has some structures. For example, i have two PIE for antigrav propulsion, after you research the light antigrav, wheels are obsoletes and can't be used in new plans, and same thing for the heavy antigrav and the tracks (that's L4 techs). I have also a PIE for L4 VTOL.
It seem we can only use VTOL, WHEEL, TRACK, HALFTRACK and HOVER in the stats files. Then no new propulsion ?
Can we have WATER propulsions ? I want boats. I love boats.
Don't answer we don't have a lot of water maps : We don't have a lot of water maps because we don't have boats. Compare Warcraft II and Starcraft : Same engine, but no boats for SC, then more or less no water in SC maps...
Boats propulsion can have a lot more body points than a track, too.
I see, in the stats files, the Propulsions have a damage bonus. I understand that for, say, VTOL, but there is no difference between a wheeled tank and a Tracked tank (ask a soldier) in damage resistance. The wheeled can be stopped more easily by barriers (in WZ, all land units are stopped by barriers, even hover), ruins (can damage the wheels, but ruins can't damage units in WZ) or heavy bullets (slowed, in that case, but damages don't slow units in WZ).
What i propose is :
An accuracy modifier (defense) for propulsion : Wheeled are more agiles than tracks, and then a ennemy who whant shoot hit have a malus for that.
Same thing : A VTOL can have a big AC modifier, because he is really hard to hit. No need for damage modifier for the VTOL : Just put 0 "body points" for the poor VTOL.
The damage modifier for the BODY ! Light body is VCBI or Bradley, Medium is AMX 10 RC, Heavy is Leclerc or Challenger.
Because it's the body that have the armor : If a heavy MG can hurt a Bradley and decimate cyborgs, i can see the bullets boucing on the Leclerc ::)
As you know, the old AMX 10RC can really hurt an Abrams, even probably the latest model (105mm gun, somebody ?), but can't resist the counter-attack because it is tiny (it's a cute little tank) with too few armor. Then the tactic, against big, fatty tanks is to use his agility for not be hit.
Then, in-game, an Abrams can be a "Tiger+Track+Hyper Velocity Cannon", and the AMX 10 RC can be a Panther/Leopard+Wheels+Heavy gun.
Well, Wheels are more agiles, and have more speed. And cost less, too.
The tracks can have three advantages :
One, they have no malus in slopes.
Two, they don't need to move for turn. yes, no space required, it's what the tracks can do : An entire gang of track-tank can change direction as much has 180° instantaneously.
Three, if we add more terrains in WZ, Tracks don't have malus in difficults terrains (has rocky, sand, snow, swamp...) : Wheels, and probably hovers (on rockies) and cyborgs have. Damn, it's what track are for : Run on impassables terrains !
I say special terrains, has Rockies, can have a Speed Modifier (by example a SM of 25% say the speed of units that run on it drop at 25%).
And propulsions have a "modifier of the modifier". By example, a wheel have 100% (full speed modifier for the poor wheeleds), but track have 10 % (On Rockies, a tank has a Speed Modifier of 10% from 25%, thats 2.5% : The tank go at 97.5% of his speed).
That's what i propose :
1° No more damage modifier on propulsions : Put it on bodies.
2° Accuracy modifier (for defense purpose) on propulsions.
3° Tracks can turn instantaneously (need to stop for that, maybe).
4° Difficult grounds, with base speed modifiers, with modifier of the modifier for each propulsion.
5° Water propulsion.
6° Can add propulsions.
For my mod, i want to erase half-track (no use in-game. In RL, half-track are really good in transport, but WZ don't have use for that, even with cyborgs transport). No problem with that i suppose (i don't think WZ crash if he don't find half-track ?).
But i want other propulsions, and i want a propulsion can be obsolete, has some structures. For example, i have two PIE for antigrav propulsion, after you research the light antigrav, wheels are obsoletes and can't be used in new plans, and same thing for the heavy antigrav and the tracks (that's L4 techs). I have also a PIE for L4 VTOL.
It seem we can only use VTOL, WHEEL, TRACK, HALFTRACK and HOVER in the stats files. Then no new propulsion ?
Can we have WATER propulsions ? I want boats. I love boats.
Don't answer we don't have a lot of water maps : We don't have a lot of water maps because we don't have boats. Compare Warcraft II and Starcraft : Same engine, but no boats for SC, then more or less no water in SC maps...
Boats propulsion can have a lot more body points than a track, too.
I see, in the stats files, the Propulsions have a damage bonus. I understand that for, say, VTOL, but there is no difference between a wheeled tank and a Tracked tank (ask a soldier) in damage resistance. The wheeled can be stopped more easily by barriers (in WZ, all land units are stopped by barriers, even hover), ruins (can damage the wheels, but ruins can't damage units in WZ) or heavy bullets (slowed, in that case, but damages don't slow units in WZ).
What i propose is :
An accuracy modifier (defense) for propulsion : Wheeled are more agiles than tracks, and then a ennemy who whant shoot hit have a malus for that.
Same thing : A VTOL can have a big AC modifier, because he is really hard to hit. No need for damage modifier for the VTOL : Just put 0 "body points" for the poor VTOL.
The damage modifier for the BODY ! Light body is VCBI or Bradley, Medium is AMX 10 RC, Heavy is Leclerc or Challenger.
Because it's the body that have the armor : If a heavy MG can hurt a Bradley and decimate cyborgs, i can see the bullets boucing on the Leclerc ::)
As you know, the old AMX 10RC can really hurt an Abrams, even probably the latest model (105mm gun, somebody ?), but can't resist the counter-attack because it is tiny (it's a cute little tank) with too few armor. Then the tactic, against big, fatty tanks is to use his agility for not be hit.
Then, in-game, an Abrams can be a "Tiger+Track+Hyper Velocity Cannon", and the AMX 10 RC can be a Panther/Leopard+Wheels+Heavy gun.
Well, Wheels are more agiles, and have more speed. And cost less, too.
The tracks can have three advantages :
One, they have no malus in slopes.
Two, they don't need to move for turn. yes, no space required, it's what the tracks can do : An entire gang of track-tank can change direction as much has 180° instantaneously.
Three, if we add more terrains in WZ, Tracks don't have malus in difficults terrains (has rocky, sand, snow, swamp...) : Wheels, and probably hovers (on rockies) and cyborgs have. Damn, it's what track are for : Run on impassables terrains !
I say special terrains, has Rockies, can have a Speed Modifier (by example a SM of 25% say the speed of units that run on it drop at 25%).
And propulsions have a "modifier of the modifier". By example, a wheel have 100% (full speed modifier for the poor wheeleds), but track have 10 % (On Rockies, a tank has a Speed Modifier of 10% from 25%, thats 2.5% : The tank go at 97.5% of his speed).
That's what i propose :
1° No more damage modifier on propulsions : Put it on bodies.
2° Accuracy modifier (for defense purpose) on propulsions.
3° Tracks can turn instantaneously (need to stop for that, maybe).
4° Difficult grounds, with base speed modifiers, with modifier of the modifier for each propulsion.
5° Water propulsion.
6° Can add propulsions.






