Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Request] Easier Landmine placement
[Request] Easier Landmine placement[message #357438] Tue, 28 May 2019 20:28 Go to previous message
smeagol is currently offline smeagol

 
Messages:2704
Registered:June 2008
Location: Bremen, Germany
The mine placing process when no enemies are around is way too time consuming and tedious. Especially with certain kinds of low damage mines this is very likely not worth the spend time (like newly added to AIMNAS PFM-1 butterfly mines... or soon to be added gravel/button mines... which have very low amount of explosives and very light weight, so you need to place A LOT of them to make them even useful... but I really don't look forward to actually placing those little nasties in maps... each time the placing animation for a mine that most certainly will only hurt a guy for like 10-15 damage? no thanks...).

I'd like to suggest an easier placement method for mines (Main problem is, that the animation is very long, therefore I suggest, that we only use the time consuming animation once, after a bunch of mines is placed).

One idea could be, to use the mouse wheel to adjust number of mines to be placed within one animation and then use the cursor with shift or ctrl pressed to select the tiles that will get a mine, double click confirming the placement. skill check should of course be done for each mine seperately, perhaps detonating mines when the check is failed. The merc should probably just remain in the tile he started the action and perform the animation in that tile. Could make planting mines (and / or even fortifications maybe?) way more convenient.

Limit of placebale objects could either be amount carried in merc inventory or directly from sector inventory?

Of course this placement should only be allowed when no enemies are around. Using mines could even lower loyalty in adjacent towns due to danger to civilians.

Also mines are too easy to detect. There could be a modifier for skill check (we already have no metal detection, maybe a tag like "hard to detect" could increase trap level by 2 levels, or maybe a float value).

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