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More weapon slots.
Posted: 21 Mar 2007, 07:22
by Nemo
Not to sound greedy...it would be nice if the 16 weapon limit was bumped up a bit. Mostly for some rather fancy units and effects.
In a TA-based setting, 16 is more than enough, but as units become more and more distant from TA style things, with custom build effects (beams/whatever), various types of dummy and real weapons to get specific behaviors, and finally those weapons accessible only by 'upgrades', the 16 weapon limit starts feeling cramped. Especially for small, tactics-oriented mods where every unit has significant special abilities and weapons.
Yeha mentioned a long time ago (when the limit was first raised from 3 to 16, heh) that the limit could be raised to 64 without too much difficulty; if it isn't too much to ask, such a change would be much appreciated.
Thanks.
Posted: 21 Mar 2007, 10:39
by 1v0ry_k1ng
heres to someone making a T3 antiswarm unit for one of the mainsteam mods that is like a borg cube with 64 weak turrets
Posted: 21 Mar 2007, 11:01
by Ishach
imagine a unit with 64 EMG guns
Posted: 21 Mar 2007, 11:02
by Ishach
scratch that i think it would be hard to find a unit that wouldnt look cool with 64 of any weapon
Posted: 21 Mar 2007, 16:19
by rattle
More weapons is good. It would allow changing weapons based on XP or health level etc. You'll need that amount if a unit has 6 weapons by default and can upgrade by 3+ times, for instance.
Posted: 21 Mar 2007, 17:22
by Guessmyname
The problem with multiple weapons is that unit's tend to target all the weapons on one enemy. Allowing them to target stuff independantly would be also be useful
Posted: 21 Mar 2007, 17:26
by Neddie
Guessmyname wrote:The problem with multiple weapons is that unit's tend to target all the weapons on one enemy. Allowing them to target stuff independantly would be also be useful
I think we can work this out at the same time, if someone is willing to?
Posted: 21 Mar 2007, 18:08
by KDR_11k
Would be nice, I could use something to force the Trireme to diversify but let's stay on topic.
The multiple weapons are necessary especially for mods that use workarounds to implement other mechanisms like e.g. lower damage at greater distances. Those are free to pick the same target.
Posted: 22 Mar 2007, 00:56
by MadRat
I've always what happens to a unit with multiple turrets locked in limited arcs and these turrets face in opposing directions so that few turrets can address any one target. Is it safe to assume the unit tries to face the target with its heading thereby forward arc turrets would get used most of the time?
Posted: 22 Mar 2007, 05:30
by ILMTitan
Units try to make their weapon1 face the target. Other weapons that can not hit the target should already fire independently.
Posted: 22 Mar 2007, 05:39
by Argh
^^ That stuff all works. Heh.
Posted: 22 Mar 2007, 12:09
by NightfallGemini
As a player, I support giving modders as much freedom as possible so that they can make the mods bigger, better, and more spectacular from a gameplay point of view. An upgrade from 16 weapon slots to 64 would allow that. I support this.
Posted: 22 Mar 2007, 16:58
by kuqa
atleast the doomsday machine does a good job in tracking up to three different enemies at once...
Posted: 22 Mar 2007, 17:00
by 1v0ry_k1ng
EE GD tanks already do a good show of indepedently targeting with multiple turrets
Posted: 22 Mar 2007, 17:01
by KDR_11k
I've noticed that the Trireme also has a much higher tendency to target many different things now.
Posted: 23 Mar 2007, 03:42
by MadRat
ILMTitan wrote:Units try to make their weapon1 face the target. Other weapons that can not hit the target should already fire independently.
So a weapon permanently aimed perpindicular to its heading will elicit a response where it tries to pull into position alongside a target but never facing it?
Posted: 23 Mar 2007, 16:07
by rattle
ILMTitan wrote:Units try to make their weapon1 face the target. Other weapons that can not hit the target should already fire independently.
Would be cool if you could change that by script, i.e. tie it to a set/get variable/function.
Posted: 16 Apr 2007, 20:47
by Nemo
Kerrrrbump!
Any chance of this? Weapon slots are called upon increasingly for cool effects and smoke-and-mirrors trickery, as well as upgrades and similar mechanics. Cranking up the limit would be very helpful.