Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Not a feature: classic air raids
Re: Not a feature: classic air raids[message #343925 is a reply to message #343915]
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Sun, 31 January 2016 19:33
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Hu. Didn't know about the DOM fact. That's neat.
I see basically two ways in which this could be used ingame.
- As you said, as essentially a radio operator skill with a bigger timer.
- In a similar way to enemy helis, meaning the ASD has to buy a jet, fuel it, fly it around the map, air defenses would have a (very drastically cut) chance to shoot it down, downed pilots etc. etc.. On the up side, the AI would be able to put more pressure on the player by bombing his cities (that's what the queen would do).
Not sure what DOM did, but I found quite a few issues with the code, especially in realtime. A very big issue (which, frankly, also limits a few other possible features) is that we don't really have a way of forcing the player to enter tactical in a sector short of adding troops there. Unless we resort to nasty things. This basically makes the 2nd (my preferred) approach infeasible.
Currently, the attack consists of a mix of MK2/RDX explosions, which have few frags. Of course, making the attack deadlier is simple. As for evasion - only thing coming to my mind would be to fire signal shells, like for artillery, which would be a bit... odd.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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