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1.0.0 Feature List #1
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Yeah garrison will ensure units stand their ground. It will most likely be a toggle so you tell units to exit the garrison state. As to the object height thing, I think with the control we have with this mod - being able to change literally anything in object movement, we could try to implement the surface detection that's done in Eden (if it's not engine based, we'd be able to grab the code straight from the pbo). If that fails, then perhaps an extra option in the asset browser to spawn as a "special" object for these sorts of things. |
Surface detection would be incredible. |
How about a 'defense in depth' Infantry Command? Units will defend until a certain percentage of casualties have been inflicted upon by the attacking force; units will then retreat a certain distance. Both percentage of casualties and retreating distance should be changeable on-the-fly, as well as having one of both be controlled by the mission curator (ie zeus, admin and game master). |
I'm not sure. I feel like that can be controlled via the mission controller anyway. When the mission controller feels the AI should flee, he can simply tell them to flee. |
I'd love a "scout from high ground" (terrible name) feature that works similar to the current Ares "search and garrison" in that AI walk into the nearest building. However instead I'd like them to head for roof and/or the top floor and look out windows. Real players would go for a height advantage over their enemy and multi level combat is often missing from coop missions unless the mission director manually places a unit up high or takes control and climbs stairs to start firing on players from the vantage point. We did a defend mission the other night and players loved it when I moved an AI to the top floors of a construction building and fired on them from there. Especially when they are only used to AI swarming in from ground level. I can manually place units in top floors but it's very time consuming on an individual AI basis. |
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The two fallback options are kind of redundant. There's already a "Force Move" command which makes the units run towards a position not caring about combat (much). So the fallback thing is pretty much just a case of telling some units to force move somewhere. |
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