Broken Units as Features?
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Broken Units as Features?
I thought that I would be neat to simulate a long term conflict by having the map start with broken units around it. In addition to small units there would be a few "major" features. A good example would be like a dead Krogoth or something big like a LRPC at the center of the map. This would force players to choose to e-claim them for metal, save them to resurrect later, or destroy them with a good d-gun/bombardment. I thought this would add an element of strategy that isn't there with rock features. (Especially for large features because e-claiming them early on would "waste" most of the metal due to lack of storage). I thought it would give us something new to fight for control of. Is this even possible? What does everyone else think?
BTW: You would want to avoid having dead constructors/factories (unless as a "major" feature) to avoid giving players a whole new team worth of unit options.
Toren Tigris
BTW: You would want to avoid having dead constructors/factories (unless as a "major" feature) to avoid giving players a whole new team worth of unit options.
Toren Tigris
- Forboding Angel
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Re: Broken Units as Features?
Why notTorenT wrote:BTW: You would want to avoid having dead constructors/factories (unless as a "major" feature) to avoid giving players a whole new team worth of unit options.

Just put them on hot place like the middle, near the gollies.
- Forboding Angel
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- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Code: Select all
[corkrog_dead]
{
world=All Worlds;
description=Wreckage;
category=cor_corpses;
object=corkrog_dead;
featuredead=corkrog_heap;
footprintx=3;
footprintz=3;
height=20;
blocking=1;
hitdensity=100;
metal=23591;
damage=23934;
reclaimable=1;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}
[corkrog_heap]
{
world=All Worlds;
description=Wreckage;
category=heaps;
object=3x3a;
footprintx=3;
footprintz=3;
height=4;
blocking=0;
hitdensity=100;
metal=11795;
damage=11967;
reclaimable=1;
featurereclamate=smudge01;
seqnamereclamate=tree1reclamate;
}
So if feature is named like this.. (well it will replace previous object with that name and probably will resurrect the krog?)..
features in green comet, have a 1 before the old name, maybe removing that?
- Forboding Angel
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- Joined: 17 Nov 2005, 02:43
feel free to try but atm it's not possible
Mong, that is a tdf for the wreckage, half the stuff in there isn't really used, such as smudge, the parent, etc.
Features cannot be ressurected period. Request it as a feature. Or for that matter if you must prove me that I'm wrong, open a map with wreckage and attempt to ressurect it.
Mong, that is a tdf for the wreckage, half the stuff in there isn't really used, such as smudge, the parent, etc.
Features cannot be ressurected period. Request it as a feature. Or for that matter if you must prove me that I'm wrong, open a map with wreckage and attempt to ressurect it.
Last edited by Forboding Angel on 13 Apr 2006, 07:23, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
While a good idea, a problem arises when this is played on different mods. If you have, say, a Bertha in the middle, what happens when you play the map with Nanoblobs? FF? WD? Not only would it be totally stupid, likely screw up balance and look odd, the mod wouldnt even have this unit, so the game would crash cause it cant find the right files!
However, if a map-specific unit was made, and included with the map, I can see no problems except for balance and asthetic ones.
However, if a map-specific unit was made, and included with the map, I can see no problems except for balance and asthetic ones.