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Legacy RockPatch Wishlist/Page 5
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- Please use the main Wishlist Talkpage for comments, not this page's.
Table of Contents |
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Note: the following wishlist is now OBSOLETE, stored for archiving purposes only. |
Weapons Related
- More Armor types
- Moving stuff like "OpenToppedRange/Damage/UrbanCombatRange/" and similar from [General] to each unit, and using the [General] entry only as defaults (Like [Jumpjet controls] is now)
- More V3 style missiles
- Drainlogic (DrainWeapon=yes) to work with ranged weapons.
- Temporal weapons to work with cellspread.
- If possible a tag to have permanent mindcontrol like with Psychic Dominator.
- Engineers can't have working conventional weapons. Would be nice if they could. Vehicle Thieves have to force-move on their hijack target if they are an Engineer as well.
- Allow unit to fire two weapons at the same time.
- Warheads other than Fire3 being able to be applied to animations properly
- More flexible Gatling logic
- Third Weapon if possable
- 2-5 weapons in one click or in the Primary= or Secondary=
- New warhead immunities.(Just like ImmuneToPoison=yes/Poison=yes). For example: ImmuneToNewImmunity1=yes/NewImmunity1=yes
- Ability to player control which weapon to attack with (Like in Generals)
- Allow the use of less or more steps for the gattling logic. More or less weapons ...
- Have an AltInfDeath= entry on warheads that specifies the death anim to play when the infantry has NotHuman=yes. Currently such an infantry (mainly the animals) always dies with InfDeath=1 regardless of weapon that killed them.
- NextWeapon= tag that fires a weapon when the attack mission of the caller is finished
- New armor types to be declared as DefaultValues=<armor1 default verses>,<armor2 default verses> that would be called with ArmorxxVersus= and would use the default value if this is omitted to allow old rulesmd compatibility
- Weapontypes for immunities etc., declared with perhaps bonus stuff and called by WeaponType=xyz
- Tag to make the unit/building immune to everything except the listed WeaponTypes
- ApplyTag= on warhead to create ultimate possibilities for weapons to work like IsLocomotor=, could be used to slow units down, to make them crushable and basically change everything in their coding
- Completely new superweapon system to use the reusable SuperType= to contain both the earlier Action and Type settings, for instance the Nuke SuperType could make the weapon behave like a nuke, with appropriate coding like modifyable payload weapon, original sidebar and chargetime settings etc.
- Weapons to allow "stacking" on their 'damage=nn' tag, so that they could do variable (or random) damage. The game chooses one at random from the list each time the situation calls it to. For example, 'Damage=0,0,0,30,100' on a weapon would mean a 60% chance of a miss, 20% of a glancing hit, and 20% of a penetrating hit every time the weapon strikes a target. This would allow for many mods to add an element of random chance to combat, giving players the opportunity to take a risk, and also meaning that equal matchups don't have to be annihilation of both sides every time.
- Implement new actions (including new mouse cursors)
- Copy OmniFire logic to be definable for individual weapons instead of units.
- MultiFire to allow multiple targets for weapons other than Mind Control.
- PenetratesBuilding=yes/no, same as penetrates bunker but deals damage out between occupants of civilian buildings (Tratos)
- An area effect superweapon that allows you to promote units within the radius by one stage (like the crate effect) (Tratos)
- Is it possible to create a superweapon action that can be reused, allowing multiple buildings to be built to give multiple copies of the same superweapon (i.e. more radar facilities=more spyplane superweapons available).
- SW that have range from the firing building (like the EMP had range restrictions in TS)
- I saw no area for this, but get some more mpmodesmd.ini editing. Like, new map filters like FILT001 and allow the new filters to be controlled in the rules and by making qualifications like Players= and Terrain=, you know, stuff like that.
- Re-enable the Charges= tag, it says it was disabled in favour of an animation controlled tag. This is annoying for those that can't do art coding very well, I think this would let the weapon charge w/o an anim, you could even add a ChargeReport= tag or something like that to control the charging sound. [Nighthawk200]
- Some Superweapon things:
- Enable a customisable Chronosphere, e.g. you can specify in rulesmd what you want it to chrono (e.g. infantry, vehicles, aircraft, naval units)
- Enable a customisable Iron Curtain, e.g. same as above only Iron Curtain
- Let any superweapon have an iron curtain effect (invulnerability)
- Enable the customisable Chronosphere (if made) to be able to let the modder specify whether it can chrono iron curtained units.
- Enable sort of a 'Chrono Curtain' superweapon, e.g. chronoshifts then iron curtains when chronoshift complete (may be quite hard) [all suggested by Nighthawk200]
- Or (might be easier) let the modder specify another superweapon to fire on the target spot after one has fired, e.g. FireNext=IronCurtainSpecial [Nighthawk200]
- Allow Nuke, Genetic Mutating and Wheater Control SW clones. (Alex05)
This is legacy information, included here for historical purposes.