anti-unit weapons

anti-unit weapons

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

anti-unit weapons

Post by Zoy64 »

i have an idea that might benefit Spring. ok, just say there is a pink (or something) laser that obliterates tanks, but is extremely weak with everything else. or a missle that does 20 damage to planes, but 150 to kbots. the units that have these weapons would never be built in the factory that it is strong against.

e.g. kbot killer would be in the adv vehicle and plane factories, but sence it kills kbots, it wont be in the kbot lab.

see?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

We already have this @___@

It was even in TA...
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

zoy64 just never post your ideas again

every single one of them sucks bad i'm sorry
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

tombom wrote:zoy64 just never post your ideas again

every single one of them sucks bad
Nice, and straight to the point! I like!
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

not to mention it's an ugly method of balancing anyway...
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

lurker wrote:not to mention it's an ugly method of balancing anyway...
But sometimes quite nessacery e.g. rifles not damaging tanks in S:44 :wink:
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Already possible
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

FLOZi wrote:But sometimes quite nessacery e.g. rifles not damaging tanks in S:44 :wink:
Yes, sometimes, but not used all over for no good reason. That just makes the mod more complicated and harder to learn.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

But RPS is perfectly balanced!!1one~!
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

lurker wrote:not to mention it's an ugly method of balancing anyway...
Bullshit. It just depends on how your mod is set up. If you have e.g. an Ikaruga damage system (black units take more damage from white shots and vice versa) it's quite logical. Of course giving random, powerful damage modifiers that noone can make any sense of is bad style but many armor types don't react the same to all weapons and many unit designs have different weaknesses. E.g. a building will not suffer much from an APDFS round because hitting any critical point that would disable the building is much harder while an HE round will not deal well with tank armor. Or you could have a unit with special anti-energy-weapon armor that takes normal damage from conventional shots but lasers and so on do little damage to it. It's no more arbitrary than saying "flaks can't shoot at ground units" when there were even real-life situations where flaks were used to target ground things.

Also sometimes it's just necessary to modify the number of hits one unit needs for another without affecting anything else, e.g. preventing a weapon from oneshotting smaller stuff without making the unit weaker against more powerful enemies.

Of course things like SimBase's damage modifiers for the commander make no sense (everything does only very little damage to the commander, Peet could just as well have given the com a HUEG amount of HP).
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: anti-unit weapons

Post by manored »

Zoy64 wrote:i have an idea that might benefit Spring. ok, just say there is a pink (or something) laser that obliterates tanks, but is extremely weak with everything else. or a missle that does 20 damage to planes, but 150 to kbots. the units that have these weapons would never be built in the factory that it is strong against.

e.g. kbot killer would be in the adv vehicle and plane factories, but sence it kills kbots, it wont be in the kbot lab.

see?
What makes you think that you were the first to think in that? :)

And even if it was new idea you still shouldnt post here. This area is for implementations in the engine hinself and not in the mods.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Still No Excuse to treat Zoy64 like you are all assholes, its just an honest question, that needs 1 response answer.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Problem is that new people join ever day (or so we hope :) ), so people must, unhappyfull, know some stuff even before having the chance to. (or at least thats what we spect from then :) )

No need to be as rude as some people are tough...
Post Reply

Return to “Feature Requests”