Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it, bitches!![message #294143] Sat, 26 November 2011 03:44 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
POSSIBLE FUTURE FEATURES

Disclaimer: The following may or may not end up happening. Don't say I didn't warn you, 1.13 is a frustrating thing.

Manual Unjamming without Firing
  • Using the Transformation menu, it will now be possible to attempt to unjam a weapon without firing it first. To do so, the player must open the Transformation Menu and select the "Unjam" option which appears there automatically for any jammed gun.
  • Manual unjams check for APs (if in combat) and necessary skills, just like regular unjams - and will grant a chance for points in DEX and MEC as normal.
  • Naturally, since this is a manual unjam, the soldier does not need to fire a bullet.
Realistic Weather
  • Currently, weather is exactly the same all across the map. When a storm starts, there will be rain in every sector simultaneously. Also, the HEAT_INTOLERANT character disability applies only in the desert sectors (AFAIK?).
  • A Realistic Weather system would add a new overlay to the strategic map, showing weather conditions in each part of the map, and tracking weather by sector. In other words, a stormfront will move up from the ocean, sweeping across the map. Sectors affected by this front will have rain (and/or thunder in the middle of the storm, if it's powerful enough), while sectors outside the storm's range will remain in sunshine as normal.
  • Heat waves will also be created, enabling the effect of the HEAT_INTOLERANT trait anywhere on the map - and possibly affecting any character who is carrying too much equipment (incl. enemies).
  • Players can track the movement of storms and heatwaves on the strategic map, allowing them to avoid rain/heat or use it to their advantage or to avoid disadvantage.
City-Wide Facility Use
  • With this feature, mercs will have the option to use any facility in all liberated sectors within the city they are currently in.
  • For example, once Drassen is entirely liberated, a merc could be in any of the city's sectors and still staff the A.C.A. building in B13.
  • This will severely cut down on micromanagement, requiring less movement of mercs between city sectors just for the purpose of operating one facility or another. There are several slight "non-realistic" strategic implications, but this is a case of fun trumping realism.
  • Facilities will only become available if the sector they are in is both free of enemies AND has been visited by the mercs. Otherwise, the facility's options WILL appear - "yellowed out" - so that the player knows that the facility exists elsewhere in the city but hasn't been liberated yet.
NCTH tutorial and analysis
  • Most players don't even understand how to use NCTH, and that's just bad. A series of articles will explain both the basic idea - how to use NCTH in combat - and the advanced concepts.
  • This will be accompanied by a full code analysis of NCTH (in "How does it Work" fashion) to show the intricacies of this system. This will help you understand why some things work much better in NCTH, and why some OCTH tricks no longer apply.

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Sergeant Major

 
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