Guessmyname wrote:*deep breath*
Fire arcs
More than 3 weapons per unit
more 256 weapons and units
more than 4 possible sides
UV maps, textures, glowmaps etc
3d camera
deformable terrian
groundplates
script-firable weapons
veterancy you can fiddle with (script wise, though this may be the next version)
Scriptable moving speeds
Trajectories
Ability to detect what weapon hit the unit (next version)
Aircraft that never land
Rediculously large units
Seismic detection
Shields / Deflectors
Impulse / units going flying
Fiddlable repairing / reclaiming etc etc
Team Colour choosing
Optional Nano-spray
Scriptable SFX
LUA UI + Widgets
All the LUA stuff that will be possible next version
Zoom
Maps that aren't tile-based (TA maps always looked blocky, except for Bryce maps - which tended to be huge in filesize)
Unit Limits
Planes that land on the water's surface
Buildings building buildings
mobiles building mobiles (although the AI could do it in TA, the player couldn't)
Unit Icons
Nuke subs
Area Commands
Line Commands
Repeat Commands
Wait Commands
Units in construction can be given orders
Moddable FF
Probably something else as well
Fire arcs-
Now we can have higher ranged weapons that shoot over our forces, previously impossible, a large change to me.
More than 3 weapons per unit-
Now, we can have more varied units, units with guns and melee attacks, units with MULTIPLE DAMAGING ATTACKS....
more 256 weapons and units-
More units per mod and more weapons per unit = win
more than 4 possible sides-
Now we can have inter-universial races
UV maps, textures, glowmaps etc-
Greatly increase our graphical potential
3d camera-
Another big hit on improving graphics
deformable terrian-
Pretty damn sweet and.. O.o Whaddya know, we could have a mod that means you need to actively repair the ground or else your units can't navigate, sounds so similar to TA
groundplates-
Another decently cool graphical effect
script-firable weapons-
HELL YA, WE JUST KILLED SOMETHING! *Does cheer from conscripts in RA2 and shoots Ak into air!* So, I guess that was possible on TA
veterancy you can fiddle with (script wise, though this may be the next version)-
Now, we can have better units get better weapons, not upgrades, just getting something more fitting, instead of the "I make 25 kills and get 25 times as accurate *buzzsaw*"
Scriptable moving speeds-
oh noez, I used to move sooo slow under water, when I was meant TO MOVE FAST IN THE DAMN WATER! I guess there is not a difference here either
Trajectories-
Ditto as fire arc
Ability to detect what weapon hit the unit (next version)-
The ability to have infantry fall in half when something large hits them, or get knocked down... Or just slow down a little from a bullet... More possibilites, nope
Aircraft that never land-
Wow, guess this makes no difference whatsoever... I mean, who woulda thought helecopters weren't supposed to land in hostile territory
Rediculously large units-
Wow, no super units for us, nope, no sirree...
Seismic detection-
Well, units giving detection based on size, THIS IS NOT IN ANY OTHER DAMN GAME I KNOW!
Shields / Deflectors-
Such an open and easy way to use shields, these are a LARGE improvement over TA
Impulse / units going flying-
Basic physics, not bad, and kinda simulates some other things.
Fiddlable repairing / reclaiming etc etc-
Well, this must be a small change too? eh?
Team Colour choosing-
Not sure what GMN is referring to... Maybe nano particles?
Optional Nano-spray-
Not everybody wants nanospray, so some poeple substitute their own
Scriptable SFX-
Wow, this is such a small change, it shouldn't even be mentioned
LUA UI + Widgets-
Smallest changes in the world huh!?
All the LUA stuff that will be possible next version-
Yet again, very small stuff, huh?
Maps that aren't tile-based (TA maps always looked blocky, except for Bryce maps - which tended to be huge in filesize)-
Good maps now...
Unit Limits-
Super units, with limits, I am so sure TA had this
Planes that land on the water's surface-
Sure as hell wasn't in TA huh?
Buildings building buildings-
This is an interesting thing we can have :D
mobiles building mobiles (although the AI could do it in TA, the player couldn't)-
A kinda small change that can make a world of difference...
Unit Icons-
Ohhh! I guess SupCom doesn't have this feature, huh? I thought we had nothing modern stuff does...
Nuke subs-
Ahahaha, nothing like a hardly detectable nuke launching battle sub. I know they had these in TA
Area Commands-
Kill everything in the area, guard everything within this radius, much easier to eat a group of trees when you can do this...
Line Commands-
Don't remember what this is, sorry...
Repeat Commands-
Tired of clicking to build, look no further.
Wait Commands-
Wait here, nuff said.
Units in construction can be given orders-
No more watching something til its done being built, give it an order and move on.
Moddable FF-
FF must be Friendly Fire, in this case, extremely varying from TA..
Now, I move to your post!
these are all minor improvements and changes of the engine. the core gameplay stays the same. don't you see? adding a different shot vector or changing some feature there or here does not make or break the game! the only thing in your list that actually changes the game in a fundamental way is the unit limits. the rest are just improvements on the concept, not changes in it.
Are not concepts everything?
fundamentals are things like how many resource types there are,
Look to lua...
houses for your soldiers
Lua to set the limit of soldiers based on houses.
if you can upgrade units
We do indeed have that, and will have a little bit more usage of it soon, too.
how building works
Like it shows the building building a unit, non nano? Thats just how lazy the modder is, and how the mod is layed out.
there is a power system
Check for range withing a power building, if not, force it off.
if there are workers/drones
Using AF and his no building thing, we could have men with hammers building a building while it rises from the ground, or has its own animation.
And lua can get if a unit is nearby and have drones move to its location (I think)
in what way terrain control is encforces
Terrain control? How can we NOT have it? Metal spots, extractable resources, we need to control some terrain in every mod. Or maybe you are talking about like Empire earth 2 and its provinces etc.
if resources are finite or not
We can easily control this, why would we make anything cost for a resource that is infinite...?
how the map behaves
Gaia AI. 'Nuff said.
how the build menu works
Uhhhh, lua, much?
I hope I ain't too late, I hope I got my points across that LUA has a lot of customization for the engine, and OSRTS is going to kick ass.