A list of feature requests
Posted: 10 Dec 2007, 10:04
Boxes for teams:
Instead of just having boxes for each ally team it could be useful to have boxes for each team instead. Ideally that would be a switch somewhere choosing which of the two the boxes are for. This would be useful for certain maps that are odd shapes/arrangements.
Ceasefire modes:
There are a few ways that this could be implemented. Presumable in all cases there would be a start duration at least. So you could have a slider from 0 to 10 minutes. If set to 10 weapons wouldn't be able to fire until 10 minutes after game start. This is what some games I've seen do. However the use of start boxes gives more possibilities for this that are pretty cool, I wouldn't have suggested cease fires otherwise. Basically with a start box you could also prevent the units from being able to move out of the start box until the ceasefire time is over.
Huge map support:
I would love to be able to play one mapsthat are 1024x1024. I know this is an insane size but I think it could be achievable in the long run. Ideally there would be a slightly different map format for it, disabling height map alterations (hardness would only affect unit speed) and ground scarring. It would have a tiled height map so that it wouldn't use huge amounts of ram. The maps wouldn't be of the highest quality, it's a trade off, but would provide an element of fun. Of course everything else would be tiled similarly. I would potentially be interested in making a mapconv style program for this if devs decided to go ahead and do the game part. Pathing might be an issue. Perhaps paths could be precalculated for popular mods and included in the file, or as it uses height map tiles perhaps it could get a speed up by reusing calculations for each tile. To be honest I have no idea what exactly pathing is or does so I am guessing here. Another point to look out for is how object coordinates are handled. Tuiling can easily save memory but depending on how object locations are stored, retrieved, etc there might be a need for some considerable alterations there.
Unit limit increase:
I don't know if it still applies but a while back I pointed out that the max units, no matter what is 5000. Not per player but overall. If this is still the case I think it would be better to have an absolute maximum of 50000. Although no system should be able to handle that it will make the game future proof. Also I've played single player games of DOW and TA with around 15k units total on the map and while it is slow it is just about playable so 5k in my experience is too low. Not an immediate concern, but something to consider in the future.
Cluster rounds:
I used to mess around with the settings in Tiberium sun allot and this was great fun because of the cluster weapons. It would be nice to see something like that for spring. In coding terms it would be kind of like making a weapon inside a weapon. For example a warhead could, when at say 30% distance from target or 5 seconds after being fired disappear and a number of smaller war heads would be created instead. If spring has this already, wow I havn't seen it :/
Chemical clouds and similar:
Again something from CCTS. Some weapons would leave a cloud that would float around randomly/slowly damaging anything that touches it and would eventually fade. I love the idea of this. Imagine a kind of no man's zone between two sides with deadly gas clouds floating around. This might seem hard to implement, but then it might not be. Partly it could use some of the features used for a flame thrower. Perhaps a new weapons movement class would need to be written though for one that moves around randomly. On a similar not it would also be interesting if there were weapons that could acidify water. Might be achievable via LUA?
Pre base setup:
Similar to the ceasefire in a box suggestion. It would be cool if there was a mode that you could turn on for starting so that as well as placing your start point you would also be able to place the starting resources worth or either buildings or units inside the box. Kind of a quick start mode. The exact details could be variable. Units only? Only nuildings that the commander can build? Would work especially well with the start boxes for teams rather than allies.
Instead of just having boxes for each ally team it could be useful to have boxes for each team instead. Ideally that would be a switch somewhere choosing which of the two the boxes are for. This would be useful for certain maps that are odd shapes/arrangements.
Ceasefire modes:
There are a few ways that this could be implemented. Presumable in all cases there would be a start duration at least. So you could have a slider from 0 to 10 minutes. If set to 10 weapons wouldn't be able to fire until 10 minutes after game start. This is what some games I've seen do. However the use of start boxes gives more possibilities for this that are pretty cool, I wouldn't have suggested cease fires otherwise. Basically with a start box you could also prevent the units from being able to move out of the start box until the ceasefire time is over.
Huge map support:
I would love to be able to play one mapsthat are 1024x1024. I know this is an insane size but I think it could be achievable in the long run. Ideally there would be a slightly different map format for it, disabling height map alterations (hardness would only affect unit speed) and ground scarring. It would have a tiled height map so that it wouldn't use huge amounts of ram. The maps wouldn't be of the highest quality, it's a trade off, but would provide an element of fun. Of course everything else would be tiled similarly. I would potentially be interested in making a mapconv style program for this if devs decided to go ahead and do the game part. Pathing might be an issue. Perhaps paths could be precalculated for popular mods and included in the file, or as it uses height map tiles perhaps it could get a speed up by reusing calculations for each tile. To be honest I have no idea what exactly pathing is or does so I am guessing here. Another point to look out for is how object coordinates are handled. Tuiling can easily save memory but depending on how object locations are stored, retrieved, etc there might be a need for some considerable alterations there.
Unit limit increase:
I don't know if it still applies but a while back I pointed out that the max units, no matter what is 5000. Not per player but overall. If this is still the case I think it would be better to have an absolute maximum of 50000. Although no system should be able to handle that it will make the game future proof. Also I've played single player games of DOW and TA with around 15k units total on the map and while it is slow it is just about playable so 5k in my experience is too low. Not an immediate concern, but something to consider in the future.
Cluster rounds:
I used to mess around with the settings in Tiberium sun allot and this was great fun because of the cluster weapons. It would be nice to see something like that for spring. In coding terms it would be kind of like making a weapon inside a weapon. For example a warhead could, when at say 30% distance from target or 5 seconds after being fired disappear and a number of smaller war heads would be created instead. If spring has this already, wow I havn't seen it :/
Chemical clouds and similar:
Again something from CCTS. Some weapons would leave a cloud that would float around randomly/slowly damaging anything that touches it and would eventually fade. I love the idea of this. Imagine a kind of no man's zone between two sides with deadly gas clouds floating around. This might seem hard to implement, but then it might not be. Partly it could use some of the features used for a flame thrower. Perhaps a new weapons movement class would need to be written though for one that moves around randomly. On a similar not it would also be interesting if there were weapons that could acidify water. Might be achievable via LUA?
Pre base setup:
Similar to the ceasefire in a box suggestion. It would be cool if there was a mode that you could turn on for starting so that as well as placing your start point you would also be able to place the starting resources worth or either buildings or units inside the box. Kind of a quick start mode. The exact details could be variable. Units only? Only nuildings that the commander can build? Would work especially well with the start boxes for teams rather than allies.