Unit Feature Suggestions

Unit Feature Suggestions

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Yargnit
Posts: 6
Joined: 02 May 2005, 08:19

Unit Feature Suggestions

Post by Yargnit »

I was just running over some ideas for additional unit options that I think would allow unit developers more freedom, and thought I'd go ahead an suggest them.

Secondary Health Bar: Allow a secondary health bar which would be on/offable and could be set to take damage before, after, or in conjunction with the primary health bar. (Primary use for exacmply would be giving shielded units a seperate health bar for their shields)

Independant Unique Damages: For the secondary health bar, allow weapons to be set to different damage levels. (IE a weapon could be set to destroys a units shields, but be unable to harm the hull or vice-versa)

Multiple Damage Modifiers: Allow more than one damage modifier. For Example Giving a unit the ability to take normal, one half, one quarter, or one tenth damage.

Advanced Weapon Target Priority: Ships with multiple cannons not directly centered could be designed so their port side weapons would target any units on the port side before any units on the starboard side and vice-versa. (Thinking for large starships)

Advanced Auto-Healing: Allow primary and secondary health bars to be set to auto-heal at different rates. (Like shield rechargeing faster than hull repairs)

Auto Healing 2: Give the ability to disable healing until the unit is complete.

Custom Damage Defined By Unit: Allow custom weapon damage tags to be added to the unit file in addition to the weapon file. (Easier for modders to assign custom weaopn damages to their units)

Multiple Speeds: Allow unit to have more than one max velocity. (IE spacecraft could have a "warp" like function.

Custom Cloak: Enable to unit designer to specify how long their unit must remain uncloaked after fireing. Also, if it can't already allow the cloak/decloak ability to trigger other actions. (Such as deactivating secondary health bar upon cloaking and reactivating a certain duration after uncloaking) Also, allow cloak the option to automatically disable weapon(s), damage modifier, secondary health bar, and other abilities.

Thank you for hearing my suggestions, and please let me know if you need more clarification, or if the feature is already avalible/you do not want to add. I LOVE Spring so far, just trying to think of other features to allow even more unit freedom. :P (And I am getting most of these ideas from a rough space mod I am concieving)
CatalyticPrefect
Posts: 48
Joined: 01 May 2005, 23:09

Post by CatalyticPrefect »

Oi! That's a lot of micromanagement... I don't know about you but in a lot of my games each player has 200+ units. It might be a lot for the connection to take.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

And why not a tertiary healthbar, with its own set of custom damage and autoheal? And a fourth healthbar? And a fifth? And what about personnal mana bar? With custom damage to make weapon that depletes only that personal mana bar? And add more than two ressources per player? Why couldn't it be possible to have three sides all with their own set of four ressources? And units that transform from kbots to plane? And scripteable cutscene in the middle of the game done with the engine, with camera travelling and dialogue? And so some MoveMouth() script function? And what about giant ions gun from space? And units you can buy upgrade for on the filed? And what about squads? And what about terrain giving damage modifier to units? And modular units? And harvesters that only give ressources when back to base with a shipment?
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WeaZ
Posts: 79
Joined: 22 Apr 2005, 01:30

Post by WeaZ »

I think zwzsg is tryin to say all that will just lead to more unneccessry things and personally all that seemed unneccessary...
TA was great adding things will give more bugs than needed then more frustration and more likely someone will quit...
plus I think all that was really extraneous...
why dont builders go build what ur low on also...
why dont units have a set attack time and attack at that time in the game and where u tell them too...
and why wont they attack each there own unit instead of all attackin the same one.....
Yargnit
Posts: 6
Joined: 02 May 2005, 08:19

Post by Yargnit »

Well I thought the point of spring was to allow stuff like that and then let the unit designer figure out what he wanted/did not want to use. I, factually, already have a planned use for almost every one of the features I suggested. And I guess I don't think they would take as much micromanagement as you think the would. The vast majority of it would just be more work for the unit developer.
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