KatekovAnton / MACS-docs

Documentation and specifications for MACs built-in scripting system
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Move and shot mechanics modification #145

Closed iindex closed 10 months ago

iindex commented 1 year ago

Now in uniset we have _pMoveAndShot parameter, which is 0/1 (true/false). We need to replace it with a percentage (0-100) 0 - unit loses shots when moving like it is now with Assault gun and gunboat 100 - unit does NOT lose shots when moving, like it is now with scout and bomber 20 - unit can move 20% of his speed and will NOT lose the shot ability. For example speed 10, 2 shots. The unit can move 2 cells, and still, have the ability to shoot 2 times. Then it will lose shots as usual - 8/2 = 4. The unit can move further 4 cells and will be able to shoot 1 time. And if that unit heaving full speed shots 2 time it should still be able to move 2 cells.

Possible to use the same uniset _pMoveAndShot parameter, which perhaps can be treated as real type: 0, 1, 0.2 to have backward compatibility.

1GodRage commented 1 year ago

For me only 2 "easy to understand and playable" move/shot mechanics should be in the game: 0 - move OR shot, 100 - move AND shot, move OR shot should be for lower the power of really powerful units such as: rocket launchers that have 2shots+huge splash area as base stats, bomber (fly...), actual gunboat (stronger than a gun turret), and maybe any units that starts with 2+ shots.

iindex commented 1 year ago

It is working like that now. But I think it will be too much for missile units to move at full speed and shoot. Therefore I want to give them the ability to move 20-30% of their speed and shoot, for them to be more useful.

1GodRage commented 1 year ago

move 20-30% of their speed and shoot, for them to be more useful.

I totally agree, move and shot. even if it is 1~3 movement points. :) Adding a "hard movement points that can never be removed" could do it... or a button to convert a shot into movement points! 😋 That last option would be huge, it's a big decision, it will change the game a little. (Imagine a scout that as for base 5 movement points and 5 shots; each converted shot can bring him +5 movement points xD)

Actual Missile crawler isn't that much stronger than others units. (partially because it's turn based, I remember a Player tanking 50 missiles with 3 tanks, repairing after each movement point used. xD) Actually, "best players" can turn any unit into the deadly unit of the game (such as 911 did with APC and infantry!! xD): i mean, strongest unit of tomorrow is maybe a bad unit today... But, some units have a real advantage: 20+ movement speed units, splash area rocket, and "move & shot" units.

Entering a Depot/Transport ship/transport plane/hangar/Dock should instantly remove any remaining shot for the unit in the actual turn; theses buildings should be used for what they are: repair/upgrade/refuel, and transports for moving only.

it's a strategic wargame: you must move and use the weapon every turn.

KatekovAnton commented 10 months ago

https://gitlab.com/void0main/maxtouch-external/-/merge_requests/100

will merge in v19 hopefully