At some point maybe... I don't think teleporters are needed, if only for modding purposes.
As for unit launchers... if only the weapon's impulse strength was dependant on a separate tag, not the weapon's power you could make a unit like that.
I mean, you can already force unload a unit, and you could make this 'launcher' load a unit, then force unload it when it fires, and if the weapon is with a high impulse value, the unit will be launched across the map...... and will hopefully land somwhere near yor opponent.
New Unit Suggestions
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Sean Mirrsen wrote:As for unit launchers... if only the weapon's impulse strength was dependant on a separate tag, not the weapon's power you could make a unit like that.
By power, do you mean damage, or velocity?
I'm trying to create a jump weapon...basically a weapon that hurls the firing unit up into the air, but i haven't started experimenting with it yet.
This explains why I didn't win many games of RA onlineOMG ! This was called Chronosphere, and was not a luxury, but one of the most powerful weapon in game !

Awesome. heaps better than a unit that can just build bridges.. gets my vote. As an added twist you could have them be reclaimable, despite being populated.Expansion Platforms, you could build a bunch of them to make islands bigger, or a line of them to act as a bridge, or make them in the middle of the ocean to make an off-shore base
Make it so the weapon impulse strenght is determined by the damage only if the new weapon tag "BlowingForce" or whatever you'll call it isn't present.Sean Mirrsen wrote:As for unit launchers... if only the weapon's impulse strength was dependant on a separate tag, not the weapon's power you could make a unit like that.
I mean, you can already force unload a unit
Oh, and what happens when you force unload on water, lava, terrain occupied by units, terrain occupied by buildings, etc...? And if you force unload a plane on same places?