I don't think it is a good idea to combine different weapon types, like
> AA/Arty/Direct weapons on a single unit, unless we offer player a way to
> assign targets separately for each turret, which we currently can't (and
> which is probably not trivial unit-ai-wise). I'm sure when the multi-turret
> feature is released one of the first requests will be such a feature though.

Manual-assign targets will be too complex for players,with 1 target you
just select your unit first then left-click on the enemy unit/building and
your 'manual-target-assignment' is done,while with multiple weapons you have
to do this number of DROID_MAXWEAPS times,not to mention some weird keycombo
that is needed to pressed while doing that...


(A bit offtopic)
If we are to implement such a feature I can think of a following
implementation: we enumerate either droid turret slots or turret types:
AA/Direct weapons/Indirect weapons/Service (ie repair turret/construction
turret etc).

If we enumerate turret slots, the player selects units then presses
alt+<number> to select turret slot and then he chooses target for selected
turrets. This way one could put direct weapons on turret slot 1 and AA
weapons on slot 2. Pressing alt+2 would mark AA weapons of the selected
units as selected turret.

In case of weapon type enumeration, _all_ AA weapon slots would be
selected ragardless of their slot index, if player presses
alt+<AA_WEAPON_TYPE_INDEX>.

That still doesn't eliminate conflicting situation between different
weapons though. Maybe marking first weapon slot as default one (or the last
slot that was given a new target) would solve it.

Troman

yep we need a main/default weapon_slot to control the movement of the
droid(currently using '0').

The weapon combo a droid is a bit messy for current wz,the idea of
multi-weapon/multi-target is to improve the combat capacity vs multiple
different types of targets of a droid with zero/little human player
'intervention'.In 'stock' wz it seems there is only 1 'type' of target(all
units are 'droids' and certain weapons are not exceptionally good vs certain
units/armor or completely useless vs certain units/armor,e.g:mg's just
'counter' everything in game),so this is not very useful imo.

I am not sure if combinating 'utility' turret and 'combat' turret is a good
idea or not,since the 'utility' turret will have always to be '0' due to the
droid type checks(DROID_CONTRUCT,DROID_REPAIR,DROID_WEAPON etc)
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