Most wanted features[message #325235]
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Mon, 16 September 2013 19:43
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Some thoughts from my game exp. Dunno if it is doable at all.
1) Militia command
Current militia command options are not very useful - when you order something, militiaman spends some remaining ap's and then, next turn, he will do anything except what you wanted from him.
It would be good if militia orders last for 3-5 turns.
And it would be also nice to set scripts for militia:
-snipe the enemy
-charge!
-retreat
-stay close to me
-suppress
2) Long-ago-promised "lock-on" feature for IIS
3) Mercs reinforcements
If militia and enemy are allowed to reinforce sector, why my mercs cannot help with combat in adjacent sector?
With that feature, my mercs could stay in the central sector of town instead of guessing what sector will be attacked first.
4) Helicopter reinforcements
Have your team on special task "helicopter reinforcements" and when your squad is attacked, you can call for help (arrives in 10 turns or something)
5) Enemy having tanks in their mobile attack squads.
UPDATE: implemented by anv in unstable builds
6) Auto-take from inventory tripwire items.
Looks like: You use tripwire/bomb/mine item, then the same item goes from inventory to you main hand.
Might be convenient for building large demolition systems.
UPDATE: Tripwire rolls exist since r6455
UPDATE: auto-take of mines when holding shift implemented
7) And another problem with mines/trip-bombs
They cannot be used in sector with militia/civilians present.
If you place blueflag, enemy sees your mines and traps, if you do not - at some moment militiaman or civilian makes BOOOOOM.
So maybe it is possible to make blueflags invisible to enemy?
EDIT: it will be sufficient if mercs and militia will remember planted bombs. Now they remember them after planting, and try to avoid, but only until save/load or leaving sector.
UPDATE:
solved by saving info from MAP_ELEMENT->uiFlags (MAPELEMENT_PLAYER_MINE_PRESENT) as MODIFY_MAP.
8) Now we have friendly sectors, and enemy sectors.
What if we have semi-friendly sectors (like san-mona) where you are allowed to carry only limited equipment (only pistols for examples), and if you have forbidden weapons/equipment, you are attacked.
It will make some weapons more useful.
More rpg-style for gameplay, i think.
UPDATE: implemented by Flugente in "Covert operations"
9) Zombie-poisoned darts.
10) Bullet-proof glass for some windows (unbreakable windows)
reason: jumping through windows is cool, jumping through windows that were not supposed to it is weird.
Idea: Jumping through windows can be disabled by checking flags (such as METAL_SCREEN material)
UPDATE: implemented in Additional Tile Properties feature (anv)
11) Ability to tie one explosive (grenade) to another.
For example, we take mk2 grenade, add rubber band and another grenade as attachments, and throw grenade with attachments to enemy.
First grenade explosion is followed by chained explosions from attached explosive items.
UPDATE: explosive attachments implemented
[Updated on: Sat, 02 July 2016 09:25] Report message to a moderator
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Re: Most wanted features[message #325273]
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Tue, 17 September 2013 12:34
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Oh I forgot something.
6) Auto-take from inventory tripwire items.
Looks like: You use tripwire/bomb/mine item, then the same item goes from inventory to you main hand.
Might be convenient for building large demolition systems.
EDIT: Tripwire rolls exist since r6455
7) And another problem with mines/trip-bombs
They cannot be used in sector with militia/civilians present.
If you place blueflag, enemy sees your mines and traps, if you do not - at some moment militiaman or civilian makes BOOOOOM.
So maybe it is possible to make blueflags invisible to enemy?
8) Now we have friendly sectors, and enemy sectors.
What if we have semi-friendly sectors (like san-mona) where you are allowed to carry only limited equipment (only pistols for examples), and if you have forbidden weapons/equipment, you are attacked.
It will make some weapons more useful.
More rpg-style for gameplay, i think.
9) Zombie-poisoned darts.
[Updated on: Sat, 02 July 2016 09:26] Report message to a moderator
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Re: Most wanted features[message #325321]
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Tue, 17 September 2013 23:26
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Sevenfm Now we have friendly sectors, and enemy sectors.
What if we have semi-friendly sectors (like san-mona) where you are allowed to carry only limited equipment (only pistols for examples), and if you have forbidden weapons/equipment, you are attacked.
It will make some weapons more useful.
More rpg-style for gameplay, i think. That would require a huge powerful faction that normally doesn't attack the player as long as he is unarmed - which doesn't fit the vanilla story. The biggest faction is the army, which kills you on sight, and very small factions (Kingpin & Hicks) which you can piss off. Don't see room for what you describe. UC migt have that though.
Sevenfm8
9) Zombie-poisoned darts. There are already neurotoxin darts, which will kill anyone in a few turns.
You can apply any drug cocktail on enemies. So nothing is stopping you from creating a drug that causes heart attacks and applying that to the enemy.
There is also the M99 drug, which will stun enemies for a long time, and will be deadly if overdosed.
That should give you a few toys in that regard. Applying poison (like the one you can get from food poisoning) is easily possible, but useless, as it only negatively affects health regeneration evry full hour. I presume you don't want to wait several days in realtime until the enemy is dead :grimreaper:
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Re: Most wanted features[message #325936]
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Sun, 29 September 2013 21:04
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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DepressivesBrotIt stands to reason that you may tell the locals not to go beyond that toolshed over there if they are happy with their current number of extremities.
Just lol
Sevenfm
7) And another problem with mines/trip-bombs
They cannot be used in sector with militia/civilians present.
If you place blueflag, enemy sees your mines and traps, if you do not - at some moment militiaman or civilian makes BOOOOOM.
So maybe it is possible to make blueflags invisible to enemy?
Well you could also lay a line of mines blueflag marked, which outlines the minefield and beyond that, you just place your mines at will, thus creating your killzone, civilians see the blue flags and wont venture into your minefield, enemies coming from the other side might see the blue flags, but they won't see those other nasty mines and Boom goes the dynamite
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Staff Sergeant
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Re: Most wanted features[message #325969]
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Mon, 30 September 2013 16:25
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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UriensDon't think that would work. Either you have a solid line of flags which will cause pathfinding of enemies to path around or it would have gaps and civilians would still be able to go through into the minefield. Basically, if you have a line of flags the enemy will see that path as blocked.
Well that depends, I was thinking about having such blue flag line at the side of the road and then after 5 tiles into the meadow, you start spiking the ground with all sorts of mines, I also think using the claymores would be a good bet, cause you can decide to which side they're gonna explode. So it'll work to some extend, not to mention, civvies usually don't just wander onto those meadows on the edge of the map.
If you'd start mining the streets in the middle of the town on the other, well that's an accident waiting to happen.
And you still could use that blue flag tactic to channel enemy movement, have them avoid open wide space with cover (rocks, trees, etc) and channel them into a narrow chokepoint, then you'll be able to butcher a superior force with ease.
PS: you could still have a few gaps in your first line and then narrow that gap, by putting a few blue flags behind that line. So you'd still be able to pass through but not just directly, if then a civvie starts happily strolling in there, weeeell too bad. It's almost like you tell someone "Careful, the cooking plate is hot" And he burns his hand, because he wanted to check if that's true. No sympathy for that
[Updated on: Mon, 30 September 2013 16:32] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Most wanted features[message #326112]
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Wed, 02 October 2013 17:17
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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SlaxSure, clearing a jam by reloading seems viable too.
That's how it's done in RL, Take out the magazine and repeat the jammed round out of the chamber. Put the mag in again and you're good to go. That's why the whole multiple tries to unjam a gun thing in JA2 never felt right (at least to me) unless you have a really crappy weapon or you have been firing it constantly and it has overheated, your gun should work just fine after the first attempt to unjam it. What I'd propose, is to have one round less in your magazine after your gun jammed and you've unjammed it, because you usually don't just take the jammed round and put it back in your gun. (Can result in any unwanted consequences)
Or at least (if implementable) have a probability to have one round less in your mag, sometimes expended rounds create a weapons jam, so yeah
-Zombie
[Updated on: Wed, 02 October 2013 17:25] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Most wanted features[message #326390]
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Wed, 09 October 2013 11:01
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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KasarI'm all for realism, and although I've never used a real gun... my paintball gun has never jammed in 3 years...
Buddy of mine mentioned however, that there is a high number of faulty bullets in any given box of ammo...
Well you can hardly compare a paintball gun to a real gun
Except when firing blanks, I never had a jam with my gun in RL, but that might be due to the fact, that our guns were always clean ^^
That being said, this should be ingame like in RL. A clean and maintained gun, is a happy gun. Neglect it and you pay the price for it, in jams
-Zombie
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Staff Sergeant
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Re: Most wanted features[message #326404]
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Wed, 09 October 2013 19:49
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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I agree, I definitely forgot mentioning the overheating. But every older gun would also function quite jamless, if maintained properly and regularly. And that's the point jams should occur more frequent if you dont maintain your gun properly, for example if a gun's condition deteriorates below 50%, that means a lot of the guns parts have deteriorated, the claw which is responsible for ejecting the empty casing might be worn down, so it's not able to do it's job properly anymore. Or the whole Bolt Assembly has deteriorated, these parts not working properly anymore might cause jams aswell.
But the Overheating of the gun should be also put into consideration of course, a 100% condition gun jamming after four shots, that might happen once, but it's still kinda odd.
But IIRC there is a Overheating system implemented.
To cut a long story short, the jamming system should take both the condition and the overheating into account and if possible also the kind of weapon, a 5.56 Assault Rifle (for example G-36) is way more likely to jam, than a Machinegun like the MG-3.
just my two cents
[Updated on: Wed, 09 October 2013 19:50] by Moderator Report message to a moderator
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Staff Sergeant
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