It would be like C&C/RA2 style, you can define how many units you have at start. But in TAS, you could define unit names, and amount.
This could be done by writing a list of the units which you want to start with, for each side of course.
And when game starts, they will appear near the commander.
One thing where this could be useful, is when you play shared coms, you have only one commander at start, but by adding extra com, both can start on their own without waiting the other building the base.
This idea could also be expanded that how you can set the places for starting units. Then you could also make pre-built bases.
Second idea: Every player could buy their starting units with defined starting metal and energy (i think this has been suggested already?).
Possibility to define units to start with a commander
Moderator: Moderators
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- Posts: 501
- Joined: 18 May 2006, 21:19
if we could spawn uunits by script, this could be put in the create() section...
ie
spawnunit(<unitname>,<x,y,z offset>); or something
@second: that has been suggested already... make a new radius about a quarter of the current DGun limit where no unit can leave, and make a "prebuild", like in metal fatigue... you get +0 resources for the first 2 minutes (or until everyone agrees that they're done by hitting a button), and everything has a nanopower of 100000
ie
Code: Select all
Create()
{
spawnunit(corak,10,0,0);
spawnunit(corak,0,10,0);
spawnunit(corak,-10,0,0);
spawnunit(corak,0,-10,0);
}
@second: that has been suggested already... make a new radius about a quarter of the current DGun limit where no unit can leave, and make a "prebuild", like in metal fatigue... you get +0 resources for the first 2 minutes (or until everyone agrees that they're done by hitting a button), and everything has a nanopower of 100000
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53