A bit of a suggestions...
Posted: Wed Mar 02, 2011 10:52 am
1)True 2 phase weapons,example a sub launching VLS in the water. 1st state is an underwater weapon,that will damage nearby unit if the unit happen to be above the launch trajectory. 2nd state is a normal VLS missile.Another example is a nuke that able to split to other 4 different warheads when it's going to be intercepted or going to strike its target.
2)True beam weapons like the MKL laser please!
3)True bounce tag for beam/lightning/other weapons(like plasma shell etc),the beam/lightning bounces off a few targets if it fired near a cluster of unit.Need tracking=1; tag in order to work.Like this,
[LIGHTNING]
BounceCount=5; //Dictates how many times the weapon can bounce off a different target
BounceDamageDecay=0.2; //Tells how much weapon damage is reduced each time the weapon projectile bounces a target.Value used is current weapon damage value.
BounceRadius=10; //Tells how far the weapon can bounce to another target if it hit a target.circular range in pixel
4)Icons for weapon projectile on a zoomed off map,to see which weapon is which! particularly useful if you find a VLS missile going towards you while in zoomed off mode.
5)Advanced commands for multiple strategic nuclear launchers.Like Launch All, or Delayed Launch options! Seeing this made me think that such feature could be cool,whereby a player can tell a silo to stockpile fire command with Delayed Launch order and fire at seven different targets in one launch!
6)True walking ship behaviour, like TwoState tag for a ship unit in fbi that dictates the behaviour of a unit differently while it's on land or on water.Like different acceleration values,etc.
7)The shield thing i posted!
8]True transformable units
9)True upgrade detection status
10)True limiting firing arc function,in unit script to tell what is the limit angle of the turret it can spin to fire the weapon,like LimitFireArc = 120;
11)Durability of strategic missiles,such that a bigger nuke need more than one interceptor to stop it! like this,
[NUCLEAR]
WeaponDura=100; //Durability of the missile is 100.If this tag is omitted then it only takes one interceptor to stop this weapon
[INTERCEPTOR]
DamageDura=40; //meaning the intercept missile can deal 40 damage to a nuclear missile's dura
So it will take approximately 3 interceptors to stop one nuclear missile!
12)Adjacency bonus tags in unit fbi (see Supreme Commander!), like
AdjacencyMetalBonus=0.2; //Boosts metal production rate by 2 percent if nearby another unit with same tag
AdjacencyMetalBonusLimit=0.6; //Tells the limit of metal production bonus
13)Surfacing option for submersible units!
14)More reliable method to set 4th to nth weapon..don't think i can think of appropriate weapon identification tags for it! Tag like weap4 to weapn (n any positive round integer value) in unit script and fbi.Should be relatively easy to incorporate.
15)Additional weapon/fbi tags with additional coding for it to work, like
DeviateMissileRadius=200; //Tells the radius of the deviation effect
DeviateMissile=0.2; //Chance to deviate a missile that travels inside the field
DeviateAngle=20; //Angle which the missile will get deviated from its flight trajectory
JamTracking=1; //Tells if the unit can jam guided weapons that have tracking=1; tag
JamTrackingChance=0.3; //Chance for the unit to actually jam a tracked weapon
JamTrackingRadius=100; //Radius for the effect
[FLARE]
AttractChance=0.3; //Chance for the flare to attract a weapon to hit it instead.
WeaponType=0; //Tells the weapon can attract missiles to hit it, 0 for missiles, 1 for torpedoes, 2 for beam weapons
WeaponType tag tells TA3D what kind of the weapon it is,in order to tell how the weapon may interact with other tags,like the DeviateMissile tag
2)True beam weapons like the MKL laser please!
3)True bounce tag for beam/lightning/other weapons(like plasma shell etc),the beam/lightning bounces off a few targets if it fired near a cluster of unit.Need tracking=1; tag in order to work.Like this,
[LIGHTNING]
BounceCount=5; //Dictates how many times the weapon can bounce off a different target
BounceDamageDecay=0.2; //Tells how much weapon damage is reduced each time the weapon projectile bounces a target.Value used is current weapon damage value.
BounceRadius=10; //Tells how far the weapon can bounce to another target if it hit a target.circular range in pixel
4)Icons for weapon projectile on a zoomed off map,to see which weapon is which! particularly useful if you find a VLS missile going towards you while in zoomed off mode.
5)Advanced commands for multiple strategic nuclear launchers.Like Launch All, or Delayed Launch options! Seeing this made me think that such feature could be cool,whereby a player can tell a silo to stockpile fire command with Delayed Launch order and fire at seven different targets in one launch!
6)True walking ship behaviour, like TwoState tag for a ship unit in fbi that dictates the behaviour of a unit differently while it's on land or on water.Like different acceleration values,etc.
7)The shield thing i posted!
8]True transformable units
9)True upgrade detection status
10)True limiting firing arc function,in unit script to tell what is the limit angle of the turret it can spin to fire the weapon,like LimitFireArc = 120;
11)Durability of strategic missiles,such that a bigger nuke need more than one interceptor to stop it! like this,
[NUCLEAR]
WeaponDura=100; //Durability of the missile is 100.If this tag is omitted then it only takes one interceptor to stop this weapon
[INTERCEPTOR]
DamageDura=40; //meaning the intercept missile can deal 40 damage to a nuclear missile's dura
So it will take approximately 3 interceptors to stop one nuclear missile!
12)Adjacency bonus tags in unit fbi (see Supreme Commander!), like
AdjacencyMetalBonus=0.2; //Boosts metal production rate by 2 percent if nearby another unit with same tag
AdjacencyMetalBonusLimit=0.6; //Tells the limit of metal production bonus
13)Surfacing option for submersible units!
14)More reliable method to set 4th to nth weapon..don't think i can think of appropriate weapon identification tags for it! Tag like weap4 to weapn (n any positive round integer value) in unit script and fbi.Should be relatively easy to incorporate.
15)Additional weapon/fbi tags with additional coding for it to work, like
DeviateMissileRadius=200; //Tells the radius of the deviation effect
DeviateMissile=0.2; //Chance to deviate a missile that travels inside the field
DeviateAngle=20; //Angle which the missile will get deviated from its flight trajectory
JamTracking=1; //Tells if the unit can jam guided weapons that have tracking=1; tag
JamTrackingChance=0.3; //Chance for the unit to actually jam a tracked weapon
JamTrackingRadius=100; //Radius for the effect
[FLARE]
AttractChance=0.3; //Chance for the flare to attract a weapon to hit it instead.
WeaponType=0; //Tells the weapon can attract missiles to hit it, 0 for missiles, 1 for torpedoes, 2 for beam weapons
WeaponType tag tells TA3D what kind of the weapon it is,in order to tell how the weapon may interact with other tags,like the DeviateMissile tag