Vinifera-Developers / Vinifera

Vinifera is a C&C: Tiberian Sun engine extension implementing new logics and fixing bugs.
GNU General Public License v3.0
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[New Feature] Spy Units Infiltration Building Effects #843

Open Onidotmoe opened 2 years ago

Onidotmoe commented 2 years ago

First Check

Description

Super Weapons : If fully charged, the charge is given to the owner of the spy instead as a free 1-time-use power, if not fully charge, the charge is reset. For buildings like the Firestorm generator, it would be interesting if when a spy enters it, the firestorm ability would instead just activate and only return to normal once fully depleted.

Production Buildings : Option to grant veterancy to all units produced by the spy's owner like in Red Alert 2. Additional option to slow production of all units, like if a spy enters a barracks, all barracks will produce units at a slower rate for a limited time or maybe even prevent production of all infantry for a amount of time.

Tiberian Silo : Instead of stealing funs a Spy could instead just freeze the money of the silo and also prevent the building from being sold for a amount of time.

Refinery : Stealing cash is nice but what if when a spy enters the refinery, the refinery becomes blocked, not allowing harvesters to deposit their load for a amount of time.

Power Plant : Same as Red Alert 2, should be able to shutdown power for the entire enemy base for a configurable amount of time, alternatively the time could be higher or lower depending on which building was infiltrated, like a Advanced Nod Power Plant would have a longer shutdown timer than a regular Power Plant, same goes for the GDI Power Plant, this could be achieved by applying the spy's effect based on the relative amount of power a building produces. Or maybe even having the power slowly go down to a crawl and then go back up again. Or it could Leech power from your opponent, giving you the power from the building instead, for a while, without your opponent knowing which powerplant isn't working for them.

Tech Center : Backporting the Tech-stealing/Tech-unlocking ability from Red Alert 2. Or denying your opponent the ability to buy anything that requires the tech building for a given amount of time.

Radar : Resets the opponent's radar, like the fog of war is reset.

For undeployable buildings a spy infiltrating it could make them not be able to undeploy atleast while under the current owner's control.

Proposed Code (optional)

; How a building behaves when infiltrated should not be in [General] but instead under the building's own section instead
; nod power plant
[NAPOWR]
Infiltration=POWEROUTAGE

; Nod advanced power plant
[NAAPWR]
Infiltration=POWEROUTAGE

; With the infiltration behavior being define separately from the building, so it can be used arbitrarily on any building.
; Tells the game to deplete the opponent's power completely for 60seconds.
[POWEROUTAGE]
Type=Depletes
Resource=Power
Drain=Absolute
Amount=100%
; In Seconds
Time=60

Additional Context

No response

Onidotmoe commented 2 years ago

Or if it's a building with upgrades, the spy could remove 1 or all upgrades!