WeaponActsAs function

WeaponActsAs function

Requests for features in the spring code.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

WeaponActsAs function

Post by KDR_11k »

It would be cool if we could have weapons act as reclaiming, repair, capture, unload and/or building. So you could have a missile that captures enemy units or a laser that gives you ressources equal to the damage it does. Repair would allow things like throwing supply packs while builder weapons would allow things like having a silo that launches a mex or a factory at a point within range. Same could be done with transports throwing units at the unload point (imagine a big launcher building and using it to throw a few tanks into the enemy base). Of course the latter could be done with an unload animation and having different load and unload ranges (so you can't just pick up enemy units across the map).

Eh, I guess I'm just rambling now. The reclaim and capture weapons would be nice though, as would load and unload ranges being independent of each other.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Um. That would be good I guess. It would certainly allow for more strategic gameplay:

"OMFG KILL TEH CAPTURESPIDERS BEFORE ZAY LAZOR US!"
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

The launcher-thing sounds really cool!
Now to find someopne to code it >_<
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

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