TrashMan Posted January 5, 2014 Share Posted January 5, 2014 At least for adding in a future update or patch after release. 1) Damage falloff for weapons. It should be a simple enough adition - distance to target is already taken into acout for accuracy formulas. Basicly a weapon has an aditional entry in the weapons_gc called pctdamgefallof='-1' that tells the damage reduction per square (as percentage. In this case, 1% damage reduction per square)). Default 0, but it can be made a positive value to make a wepon that become more damage at long range. This would basicly jsut calculate the new damage value (rounded up) and hand that value over to the other calculations (armor penetration, etc...) I'd really lik this, as it would give modders the abiltiy to give more varriance to weapon and create interesting tactical situations 2) Multiple AI Props profiles for allies. Alines have miultiple types and profiles with different stats and equiapment. Meanwhile, allied soldiers all use the same non-combatant profile as the civilians. Just having 2-3 profiles for allied soldiers would help. Roookies, Veterans and the rare Elites (with % chance of appearing). Natually, they'd have better stats, with elites having better armor (like jackal or better...statisticly, not visually). Would be even cooler if we could have a text/name displayed. I would love to make a John Rambo or Chuck Norris characters with 1% chance of appearing, but having monstrous stats. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted January 7, 2014 Author Share Posted January 7, 2014 I forgot one thing: 3) weapon limitations Right know, a soldier in Predator cannot equip light weapons. How about the other way around? Prevent a weapon from being equipped by anyone other than a soldier in Pedator (for really heavy weapons)! Quote Link to comment Share on other sites More sharing options...
Chris Posted January 7, 2014 Share Posted January 7, 2014 Weapons already lose damage when beyond useful range, although at a flat rate (which I don't know off the top of my head). Also, look at missiontypeprops.xml as it lets you set the type of AI units that appear throughout the game. It doesn't let you create stats for them, but you can add a new weapon for them with ridiculous stats if you want to make them super-powerful. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted January 9, 2014 Author Share Posted January 9, 2014 (edited) So it's a dropoff that starts ONLY after their stated range, and is fixed and the same for ALL weapons? That doesn't make it possible to have varried weapons. The point at which the damage starts dropping off and the rate at which it drops off aren't changable. Hm...I really can't alter action points or HP or bravery with a weapon...so just a different loadout is insufficient, sicne it still draws all stats (including armor) from a single source. In other words, I can't give a soldier armor without also armoring a civilian. Edited January 9, 2014 by TrashMan Quote Link to comment Share on other sites More sharing options...
Nick7532 Posted January 10, 2014 Share Posted January 10, 2014 I don't know anything about game design and am new here, but, do you think that adding a unit that has a lower rate of spawning and uses a different template would work? Or is this just entirely impossible? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.