Request list mk.2
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- Posts: 264
- Joined: 03 Sep 2005, 04:28
Request list mk.2
ok this isnt an overview of every spring player or a group just my opinion..
..CONTROLS..
uhhh can we please have 2 new controls...
-ok say your building a AA at random around your base with your F.A.R.K or whatever and suddenly decide that you want him to build a metal extractor because your running short....my request is to have a jump queue button (like shift is add to queue) so the F.A.R.K would stop halfway through building his AA and quickly build a metal maker and save the user from replanning all his AA...
-ok secondly say you have your now useless lvl 1 construction kbots and decide hey thay can make a long row of HLT's.. my request is for a maintain button... so what youd do given this maintain button select your 4-5 kbot's then the maintain on button then on the HLT button finally shift-dragging your HLT row....the 3 would build 3 HLT's at a time and once its finished they will maintain the wall by priority
first priority. keep a full row of HLT's
second. heal
third. reclaim scrap (boosted to first if it blocks the HLT position)
..this would also work with all other buildings and construction units
..UNITS..
again 2 requests..
-ok so we have the new unit the raven (copied from mech warrior i believe) its a great unit great for cracking defense tho insanely uniaccurate.. but my request is for it to have a small light short range laser.. too often it succeeds its first mission only to be gunned down by peewees in its reload time.. grr
-ok second request is a bit more complex for a brand new unit to both arm and core...which i hope will open the game up a little more.... it is inspired for the huge amout of people who hate water....(aswell as transports) is could we have a bridge buiding ..thing.. or feature added to the so there would be 2 types the first level version.. (which makes single track bridges) and the advanced (single and dual but builds faster)... as i see it as the bridge would be built from start to finish...(instead of top to bottem like regular buildings) and as the bridge becomes more complete so the bridgemaker would move forward....u following at all??
((if anyone understands please rewrite this in better wording))
there would be two types of bridge...the rope bridge .. the bb(bridge builder) would fire 2 grappling hooks into the bridge destination then at double speed to hard bridge fill in the rest with metal planks..
the second is the permenant bridge which would be just a normal iron bridge with large HP etc..
i think they will add a whole new level of interest to water maps...and also help the water pussys get over there fear....
anyway if you like/dislike these ideas comment these are just ideas in progress....also while im here could spring get better air transports...like an adv version that carries 2 things or something..
=D
thanku for reading all who did
..CONTROLS..
uhhh can we please have 2 new controls...
-ok say your building a AA at random around your base with your F.A.R.K or whatever and suddenly decide that you want him to build a metal extractor because your running short....my request is to have a jump queue button (like shift is add to queue) so the F.A.R.K would stop halfway through building his AA and quickly build a metal maker and save the user from replanning all his AA...
-ok secondly say you have your now useless lvl 1 construction kbots and decide hey thay can make a long row of HLT's.. my request is for a maintain button... so what youd do given this maintain button select your 4-5 kbot's then the maintain on button then on the HLT button finally shift-dragging your HLT row....the 3 would build 3 HLT's at a time and once its finished they will maintain the wall by priority
first priority. keep a full row of HLT's
second. heal
third. reclaim scrap (boosted to first if it blocks the HLT position)
..this would also work with all other buildings and construction units
..UNITS..
again 2 requests..
-ok so we have the new unit the raven (copied from mech warrior i believe) its a great unit great for cracking defense tho insanely uniaccurate.. but my request is for it to have a small light short range laser.. too often it succeeds its first mission only to be gunned down by peewees in its reload time.. grr
-ok second request is a bit more complex for a brand new unit to both arm and core...which i hope will open the game up a little more.... it is inspired for the huge amout of people who hate water....(aswell as transports) is could we have a bridge buiding ..thing.. or feature added to the so there would be 2 types the first level version.. (which makes single track bridges) and the advanced (single and dual but builds faster)... as i see it as the bridge would be built from start to finish...(instead of top to bottem like regular buildings) and as the bridge becomes more complete so the bridgemaker would move forward....u following at all??
((if anyone understands please rewrite this in better wording))
there would be two types of bridge...the rope bridge .. the bb(bridge builder) would fire 2 grappling hooks into the bridge destination then at double speed to hard bridge fill in the rest with metal planks..
the second is the permenant bridge which would be just a normal iron bridge with large HP etc..
i think they will add a whole new level of interest to water maps...and also help the water pussys get over there fear....
anyway if you like/dislike these ideas comment these are just ideas in progress....also while im here could spring get better air transports...like an adv version that carries 2 things or something..
=D
thanku for reading all who did
The Raven shouldn't be used alone... it should be used as a Morty-style support role, sticking in the back of the pack shelling from a distance. It has range, use it.
Also, zwzsg has said his bridges... kind of work in Spring, but a couple fundamental changes need to be made to the engine's internal structure before they're usable. Since spring currently has the same bridge limitations as TA, zwzsg's way is the only way you're going to get a bridge; therefore, if you want a bridge, changes need made to the engine.
Also, zwzsg has said his bridges... kind of work in Spring, but a couple fundamental changes need to be made to the engine's internal structure before they're usable. Since spring currently has the same bridge limitations as TA, zwzsg's way is the only way you're going to get a bridge; therefore, if you want a bridge, changes need made to the engine.
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
Re: Request list mk.2
Very good idea! Mabye have some sort of key combination, so say you are holding down shift, and you press one button to move backwards and one forwards through the queue, so you could for example say "finish two more AA towers then build a moho then get back to the rest of the AA towers" or somthing like that. For example, shift+left/right cursor keys. You would need some representation of where you'd be inserting into the queue, possibly some hilighting of one of the lines connecting tasks.Dead.Rabit wrote:ok this isnt an overview of every spring player or a group just my opinion..
..CONTROLS..
uhhh can we please have 2 new controls...
-ok say your building a AA at random around your base with your F.A.R.K or whatever and suddenly decide that you want him to build a metal extractor because your running short....my request is to have a jump queue button (like shift is add to queue) so the F.A.R.K would stop halfway through building his AA and quickly build a metal maker and save the user from replanning all his AA...
The central build AI already does "kinda" what you are saying, it doesnt work perfectly yet though, and ofcourse is out of "general reach" for now.-ok secondly say you have your now useless lvl 1 construction kbots and decide hey thay can make a long row of HLT's.. my request is for a maintain button... so what youd do given this maintain button select your 4-5 kbot's then the maintain on button then on the HLT button finally shift-dragging your HLT row....the 3 would build 3 HLT's at a time and once its finished they will maintain the wall by priority
first priority. keep a full row of HLT's
second. heal
third. reclaim scrap (boosted to first if it blocks the HLT position)
..this would also work with all other buildings and construction units
I must totaly disagree here, the raven should be backed up by other units, never used alone...UNITS..
again 2 requests..
-ok so we have the new unit the raven (copied from mech warrior i believe) its a great unit great for cracking defense tho insanely uniaccurate.. but my request is for it to have a small light short range laser.. too often it succeeds its first mission only to be gunned down by peewees in its reload time.. grr
Lots of people have been wanting bridges in spring for a long time, i get waht you mean and as per the brown text will try to translate it better.-ok second request is a bit more complex for a brand new unit to both arm and core...which i hope will open the game up a little more.... it is inspired for the huge amout of people who hate water....(aswell as transports) is could we have a bridge buiding ..thing.. or feature added to the so there would be 2 types the first level version.. (which makes single track bridges) and the advanced (single and dual but builds faster)... as i see it as the bridge would be built from start to finish...(instead of top to bottem like regular buildings) and as the bridge becomes more complete so the bridgemaker would move forward....u following at all??
((if anyone understands please rewrite this in better wording))
there would be two types of bridge...the rope bridge .. the bb(bridge builder) would fire 2 grappling hooks into the bridge destination then at double speed to hard bridge fill in the rest with metal planks..
the second is the permenant bridge which would be just a normal iron bridge with large HP etc..
The bridge building unit builds a bridge "section" then drives onto it and builds the next section from there.
Your idea with "hooks" while sounding cool in theory would probably not actualy work in prictice, one thing i would like to see though wiould be a bridging unit for small spans that has an unfolding bridge on it's back.
Along the same line of thought, allowing such ubnits to build roads over dry land, wich could allow vehicles to move faster, would also be quite neat!
Ofcourse, seeing bridgebuilders in XTA might be a long-shot, but having the logic in the engine for use in mods would be great.
Yes, it would be nice to have a new transport more capable of transporting units in bulk, mabye add a little defence gun to it too, and flares ofcoursei think they will add a whole new level of interest to water maps...and also help the water pussys get over there fear....
anyway if you like/dislike these ideas comment these are just ideas in progress....also while im here could spring get better air transports...like an adv version that carries 2 things or something..

=D
thanku for reading all who did
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Well, for example if the HLT is destroyed, the con unit will reclaim it right? will it also rebuild it? that would be a very neat feature, units that rebuild destroyed structures, ofcourse you can rez it, but con units could reclaim the wreck and rebuild it instead.
Good ideas though, however I do disagree about the Raven, it's artillery, not a Mech (And no, it's not stolen from Mech Warrior, it's some what inspired by the Madcat, it's and original design)
Good ideas though, however I do disagree about the Raven, it's artillery, not a Mech (And no, it's not stolen from Mech Warrior, it's some what inspired by the Madcat, it's and original design)
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- Posts: 68
- Joined: 16 Sep 2004, 18:08
I would like a superversion of the air transport, that can carry two units. It would naturally be built by the advanced aircraftlab.
A better version of the amphibious tank would be nice also. My prime request is speed, but a few more hitpoints and a torpedolauncher as well wouldnt hurt.
Both these units promote surpriseattacks, thus adding to the gameplay.
A better version of the amphibious tank would be nice also. My prime request is speed, but a few more hitpoints and a torpedolauncher as well wouldnt hurt.
Both these units promote surpriseattacks, thus adding to the gameplay.
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- Posts: 68
- Joined: 16 Sep 2004, 18:08
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
Why not just use ground plate size?FireCrack wrote:Depend on unit-type prehaps?
8 l1kbots
4 l1vehicles/l2kbots
2 l2vehciles
1 kroggie
Well of course its going to be bigger, it just seems a bit half assed to make a transport that can only carry two, you're still going to need a huge ammount of them to launch any kind of invasion thats likely to be effective.Justin Case wrote:because it would make the transportunit so big, but yeah ok
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Time to Hijack the topic.
Since it's hard to get the SY's attention, I decided to hijack this topic, al qaida style, and add some "demands" to my list, or else i'll execute all the hostages!! muhahahha
j/k 
Anyway, there are some features I need in TA:WD right now for gameplay and asthetics.
-support for adding models to ballistic weapons
-new for script, Muzzleflashscale, multiplier of the muzzleflash, setting this to 2 would increase the flash's size by 200% this would probably be good for OTA as well so Big Bertha's and other heavy artillery could have a decent size, can be added to whenever show or hide is called in a fire script, so we can have multiple flash scales for every show, so we can have a fireballs that loses size gradually, nice for cannon flares.
-textured 3DS model support, add 3DS models with Alpha textures to muzzleflashes, can be called in a fire script when a model should be used, i.e. showmodel flarea.3ds at flarea; or something in that sense.
-new firearm type weapon, i.e. a weapon file would roughly look like this:
firearm=1; //defines it as a Firearm, a firearm uses a ballistic path
tracer=1; //A tracer is a round that lights up, should look like a laser
tracerfrequency=3; //tracer is used every 3rd round fired.
color=255; //like lasers
color2=255; //like lasers
accuracy=100; //same as ballistic weapons
magazine=30; a unit is forced to reload it's magazine every so many shots, setting this to 0 will make never make the weapon reload
firemodes=1; //unit will be allowed to have different fire modes, like automatic fire, burst fire or semi-automatic fire.
burst=3 //Weapon file fire 3 times in burst mode, same as OTA burst weapons, setting burst to 0 will remove burst mode from the firemodes.
RPM=750; //same as Burstrate, but is calculated in rounds per minute rather than calculating the time between shots inside of a burst, this will override burstrate when set to a value higher than 0
fireaccuracy=500; the maximum rate a weapon's accuracy degrades while firing, like moveaccuracy, moveaccuracy is added to fireaccuracy when the unit is moving and firing.
I hope the YS's are reading this
but Flozi and I would be glad if you helped us out, i'm sure SpikedHelmet would be pleased too.


Anyway, there are some features I need in TA:WD right now for gameplay and asthetics.
-support for adding models to ballistic weapons
-new for script, Muzzleflashscale, multiplier of the muzzleflash, setting this to 2 would increase the flash's size by 200% this would probably be good for OTA as well so Big Bertha's and other heavy artillery could have a decent size, can be added to whenever show or hide is called in a fire script, so we can have multiple flash scales for every show, so we can have a fireballs that loses size gradually, nice for cannon flares.
-textured 3DS model support, add 3DS models with Alpha textures to muzzleflashes, can be called in a fire script when a model should be used, i.e. showmodel flarea.3ds at flarea; or something in that sense.
-new firearm type weapon, i.e. a weapon file would roughly look like this:
firearm=1; //defines it as a Firearm, a firearm uses a ballistic path
tracer=1; //A tracer is a round that lights up, should look like a laser
tracerfrequency=3; //tracer is used every 3rd round fired.
color=255; //like lasers
color2=255; //like lasers
accuracy=100; //same as ballistic weapons
magazine=30; a unit is forced to reload it's magazine every so many shots, setting this to 0 will make never make the weapon reload
firemodes=1; //unit will be allowed to have different fire modes, like automatic fire, burst fire or semi-automatic fire.
burst=3 //Weapon file fire 3 times in burst mode, same as OTA burst weapons, setting burst to 0 will remove burst mode from the firemodes.
RPM=750; //same as Burstrate, but is calculated in rounds per minute rather than calculating the time between shots inside of a burst, this will override burstrate when set to a value higher than 0
fireaccuracy=500; the maximum rate a weapon's accuracy degrades while firing, like moveaccuracy, moveaccuracy is added to fireaccuracy when the unit is moving and firing.
I hope the YS's are reading this

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- Imperial Winter Developer
- Posts: 3742
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
BUMP!
Anyway I have some more stuff to add to my terrorist demands, esspecially now Zaphod is in charge...
Twophase muntion Support.
TwoPhase=1; //this has a second phase
Weapon2=otherweapon; //otherweapon would be the name of the sub-munition weapon file.
Weapontimer=3; //like missiles, when the timer runs out, the weapon goes to phase two and disperses it's subweapon
What this could do is make weapons that act like MIRV, Clusterbombs, Sabots (mostly graphical effect) and much more!
ProximityBlow=1; //weapon explodes when in proximity, if this is a twophase weapon, it disperses it's subweapon(s) instead.
Smoketrail=1; //support for smoketrail for all types of weapons, so we can have unguided missiles that are affected by the accuracy tag of a ballistic weapon.
ExplosionBitmap=explode.bmp //support for customized explosion files, so not all explosions are orange, this could make infantry units have red blood explosions instead or guns to leave smaller explosions that look more like bullet impacts.
Muzzlescale=5; //multiplier for muzzleflashes, so larger muzzle flashes can be used for big guns.
Muzzlebitmap=flare.bmp; //Like ExplosionBitmap, but for the muzzleflash instead, so we can have different looking muzzle flashes
StartSmoke=0; //like in OTA, Disable smoke puffs
Endsmoke=0; //was not supported in OTA but would have been nice, so we could disable smoke puffs from weapons were it didn't look good I.E. infantry death.
I hope that any of these will be suggested, thanks![/b]
Anyway I have some more stuff to add to my terrorist demands, esspecially now Zaphod is in charge...
Twophase muntion Support.
TwoPhase=1; //this has a second phase
Weapon2=otherweapon; //otherweapon would be the name of the sub-munition weapon file.
Weapontimer=3; //like missiles, when the timer runs out, the weapon goes to phase two and disperses it's subweapon
What this could do is make weapons that act like MIRV, Clusterbombs, Sabots (mostly graphical effect) and much more!
ProximityBlow=1; //weapon explodes when in proximity, if this is a twophase weapon, it disperses it's subweapon(s) instead.
Smoketrail=1; //support for smoketrail for all types of weapons, so we can have unguided missiles that are affected by the accuracy tag of a ballistic weapon.
ExplosionBitmap=explode.bmp //support for customized explosion files, so not all explosions are orange, this could make infantry units have red blood explosions instead or guns to leave smaller explosions that look more like bullet impacts.
Muzzlescale=5; //multiplier for muzzleflashes, so larger muzzle flashes can be used for big guns.
Muzzlebitmap=flare.bmp; //Like ExplosionBitmap, but for the muzzleflash instead, so we can have different looking muzzle flashes

StartSmoke=0; //like in OTA, Disable smoke puffs
Endsmoke=0; //was not supported in OTA but would have been nice, so we could disable smoke puffs from weapons were it didn't look good I.E. infantry death.
I hope that any of these will be suggested, thanks![/b]