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Most wanted features[message #325235] Mon, 16 September 2013 19:43 Go to previous message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
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]

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