Weapon interception system

Weapon interception system

Requests for features in the spring code.

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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Weapon interception system

Post by Nemo »

...really could use some more flexibility. Right now for an interception weapon to work, but it and the weapon it targets have to be manually built by the player (like nukes), and the interceptor unit can only have ONE weapon - the interceptor weapon, which can ONLY fire at the weapon it targets, not units!

Basically the whole system is really inflexible. What would be nice would be a bitfield setup like the shield system, and 1) the ability to seperate interception from stockpilable=1 (the thing that makes them manually built), and 2) allow interceptor weapons to target units as well, if we want them to.


Thanks in advance.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

So basically you want to be able to use ABM's for anti-aircraft systems?

Your missile's target would need either hit points or some kind of random number generator and success ratio to judge whether an interception occured or not.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Well...sure, that's one use of it.

I'd guess that the accuracy/guidance tags would take care of how able it was to hit things. I think it would be cool if not all interceptor weapons had to be guided - picture machinegun style weapons acting as point defense vs missiles, or whatever.


The larger point is that there's a lot of neat things that could be done with this system if it were more flexible than it currently is. For example, making Freespace 2 style bombs, that could be shot down by certain units, which would use the same weapon for other units. Or letting certain turrets shoot down incoming weapons fire of some kind. Or point defense systems using the beamlaser graphic. You get the idea.
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