New Unit Suggestions - Page 2

New Unit Suggestions

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

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.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

What about a nano tech bomber that drops a can of nano bots onto an area. Then the nano-bot's reclaim everything their, including the enemy and most of the ground!
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

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.
r0k
Posts: 6
Joined: 10 May 2005, 12:17

Post by r0k »

OMG ! This was called Chronosphere, and was not a luxury, but one of the most powerful weapon in game !
This explains why I didn't win many games of RA online ;)
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
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.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

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
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.

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?
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