Fast cap!
#1
Posted 19 April 2013 - 10:09 AM
The buildings themselves are also indestructible! However they use Ares urban combat logic, so if there are any infantry garrisoned inside they will get damaged instead, essentially turning the garrisoned troops into the buildings health. Once the troops inside have been killed the building becomes neutral again & so can then be captured by someone else.
The benefits of this system are that the cap points will last the entire game & are easily captured but also just as easily lost, so expect them to change hands many times during a long battle.
They are, starting top left
Supply: Once captured the supply point will boost your economy, giving you a small amount of credits every few seconds.
Artillery: This cap point gives you access to a small artillery strike superweapon.
Repair: The repair point will slowly fix any damaged tanks that are within it's radius.
Paradrop: The classic paradrop, once captured you can call in a small group of reinforcements to anywhere on the battlefield.
Minedrop: Capturing this point gives you the ability to call in a cargo plane to drop a mine field anywhere on the map.
They should add some more interesting & tactical battles to D-day. The AI will also take full advantage of these buildings, on harder difficulty settings they will also fight to control all of them on the map.
#2
Posted 19 April 2013 - 10:14 AM
Everyone sues that repair ring now... maybe i also should, lol.
Otherwise, nice idea.
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#3
Posted 19 April 2013 - 11:33 AM
True. Might create something new.
I like it also, sounds like fun. Are they purely for 'ground control' or in a special game mode? Also perhaps on the ungarrisoned frame the flag should be at half-mast so it gets 'raised' when captured. And BTW the images link to a 404 message.
#5
Posted 19 April 2013 - 03:17 PM
IIRC when I had garrisonable Tech buildings for a while the issue was that they'd be destroyed if the garrisoned player is defeated, even if the structure is immune (and it wouldn't leave advanced rubble either, which could then be repaired). Have you got around this somehow?
#9
Posted 20 April 2013 - 10:58 AM
Question: Do these have Insignificant=no set or not specified at all? Because that thing about C4Warhead= is not really true, game will destroy tech buildings with Insignificant=yes even if they're immune or if their armor type is flat 0% across every single warhead. Insignificant=no is the only way I can see your setup working, since it will allow the capture points and thus their owning player to linger even without any other buildings in short game mode, as long as the capture points are indeed occupied.
Edited by Starkku, 20 April 2013 - 10:59 AM.
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