Weapon And Unit Hierarchy
Posted 09 August 2007 - 03:38 AM
Weapon and Unit hierarchy: A new tag in the Lua that on its own, simply indicates what kind of weapon / unit category it falls into. Possibly the most interesting thing this addition would offer would be the ability to allow for weapon and unit limits via a separate set of scripts. This feature would certainly allow for far more balancing options and scenarios with weaponsets and general gameplay. Such rulesets might: limit maximum number of Flying units per player, maximum number of 'Heavy' weapons per player or even maximum number of 'Explosive' grenade items per player (through multiple tags on items IE 'Explosive, Sniper, Heavy' or 'Explosive, Thrown' the possibilities are many) or even to the extent that players can only equip a finite number of extra magazines per unit.
Player1 selects a unit hierarchy ruleset (IE Ballanced ruleset)
-Players can only equip a certain number of weapons that are tagged as 'Ordnance' or 'Heavies' this might cover Rocket launchers, Demo packs, Autocannons and heavy Cannons. Other weapons will have different maximum values depending on their stats IE a player may not use more than 2 Sniper weapons but could conversely be allowed 15 knives.
-Players can only enter X number of a certain unit into the battlefield IE only 1 Flying unit or only 1 heavily armored unit while other units may have no cap IE 15 sectoids.
-(Advanced scalability possibilities) Player can only equip a certain number of items per unit (against global max) so that IE a unit can only carry 1 extra magazine for his gun and a max of 3 thrown items.
In conclusion, this simple to implement (at least to begin with - catagory names only shouldnt be hard, then the flash rule features later on) will at least get players acclimatised to the notion that the weapons do actually have seperate classes in the game (As opposed to the meager 'two handed' and 'Thrown' tags for use with the engines combat system)
So, to begin with simply a name-only Class system for weapons. Followed by a simply Global rule system that adds limits to weapon class usage per script. Then onto more advanced options whereby items can be restricted on a per-agent basis as well as following the global rules also.
This applies almost solely to the Mission planner are of the game since no changes to the battlescape are required.
So, how would the players feel about such an addition? the ability to prevent other players from say: Whoring XAAS heavies or forcing both players to use only certain types of weapons (reduces the need for multiple weapon sub-sets) or limiting them to only 1 or 2 of that 'Super' weapon that they love to over-equip all the time.
Posted 09 August 2007 - 03:48 AM
Posted 09 August 2007 - 01:44 PM
Posted 09 August 2007 - 03:23 PM
Me and my friends roughly play this way limiting ourselves in certain weapon types. Usually just area damage heavy weapons. As they seem to be the only real balance changing variety.
Posted 12 August 2007 - 11:36 PM
Tag List I can think of so far;
Sidearm - Handguns of any flavour.
Backup - SMGs and auxiliary non-pistol weapons really.
Assault - Rifles, Shotguns, etc.
Support - Heavy or Support Weapons; rocket launchers, cannons, sniper rifles, and the like.
Thrown - Grenades.
Demolitions - HE packs (placed explosives) or other non-throwables.
Kinetic - Uses bullets.
Laser - Shoop, etc.
Plasma - Plasma. Dur.
Other - None of the Above or otherwise unique.
Rocket - Uses self-propelled unguided rockets.
Missile - Uses self-propelled guided missiles.
Incendiary - Explodes and sets stuff on fire. Burn baby burn!
Explosive - Explodes violently. Kills things.
Short Range - Only decent at shorter ranges; shotguns or SMGs.
Medium Range - Decently capable at medium ranges; assault rifles or support weapons.
Long Range - Deadly accurate, even at much longer ranges than normal; sniper rifle weaponry, or guided missiles.