[x] I have checked the repository for previous issues of this type
[x] I have included a detailed description
[x] This is one issue, not multiple issues
(It may already be possible to do some or all of the things described below using RF tools, and I'm just a dunce and haven't figured out how. If so, please leave a comment telling me how. Thanks in advance!)
The ability to integrate map elements such as capture points, spawnpoints, and vehicle spawners into a vehicle prefab, or other destructible object, could allow for a lot of different gameplay options. The following examples come to mind:
Mobile spawn vehicles that players/bots can drive, such as a transport plane which can perpetually drop paratroopers, or large ground transport which can provide a spawnpoint in critical areas beyond the range of any friendly capture points.
"Pseudo-objectives" on a map, such as destructible spawn-buildings, or ships in a naval battle; if all those belonging to one team are destroyed, they will have no spawn points, and therefore automatically lose.
Destructible capture points which, if the player gives up on trying to capture, can be outright destroyed, denying it to both teams.
Vehicles with attached vehicle spawners (which bots can use, unlike those spawned via weapon projectiles), such as transport ships which will continue to spawn landing craft used to assault a beach until it is destroyed, or landing craft which carry tanks that bots will use upon reaching a landing zone
Destructible objects which, if destroyed, will in turn remove child vehicle spawners, such as hangars on an airfield which can be destroyed to reduce the number of aircraft which spawn there.
For vehicle spawners carried by other vehicles, a useful feature might be a "vehicle clamp", which keeps said vehicle attached to its parent until movement input is given. This may be similar to landing craft on ships seen in Battlefield 1942.
On a final note, since walking on vehicles and generating bot pathfinding on a moving object is not possible, maybe bots/player automatically enter an empty seat when spawning on a mobile point? Maybe spawning there is disabled if all seats are occupied? For those mobile capture points with vehicle spawners attached as well, maybe an option to automatically spawn in one of said vehicles would be possible.
(It may already be possible to do some or all of the things described below using RF tools, and I'm just a dunce and haven't figured out how. If so, please leave a comment telling me how. Thanks in advance!)
The ability to integrate map elements such as capture points, spawnpoints, and vehicle spawners into a vehicle prefab, or other destructible object, could allow for a lot of different gameplay options. The following examples come to mind:
For vehicle spawners carried by other vehicles, a useful feature might be a "vehicle clamp", which keeps said vehicle attached to its parent until movement input is given. This may be similar to landing craft on ships seen in Battlefield 1942.
On a final note, since walking on vehicles and generating bot pathfinding on a moving object is not possible, maybe bots/player automatically enter an empty seat when spawning on a mobile point? Maybe spawning there is disabled if all seats are occupied? For those mobile capture points with vehicle spawners attached as well, maybe an option to automatically spawn in one of said vehicles would be possible.