12.11.2008, 11:20:13
(This post was last modified: 12.11.2008, 11:20:41 by Bobingabout.)
a thought on the Psychedelic=yes and Temporal=yes, plus other simular effects
if the weapon causes an effect that lasts a little time, others might include a RAD effect. first check to see if there is a weapon that can destroy the target in 1 hit, if you find such a weapon, use it, then you should check to see if the weapon is already in effect, if it isn't, then fire it, if it is, then check to see if it will wear out before it gets a chance to fire it again, due to ROF, and if it will run out, fire it again to top it up, if not, fire either a different effect weapon, or fire a conventional damaging weapon.
fire preference when considering different types of weapons should probably be weapon1 first, weapon2 second etc.
also, something i mentioned on the IRC is that ROF should be a "ready to fire" charge timer, rather than a cooldown timer, so, potentially, you don't have to wait a long time after you fire a "grand cannon" type large damage long reload weapon, to fire a "gattling" type low damage quick reload weapon after it. this however would probably require a seperate cooldown timer per weapon rather than per unit, and also opens the opertinity to fire more than 1 weapon at a time, which could be prevented by adding a ROF= to the unit (default is 1, so a different weapon can be fired every frame), as a "this is the minimum length of time you have to wait before firing the next weapon" timer, perhaps this ROF logic could be activated via a tag, so that existing units don't try doing this against design. weapons can be selected the normal way, but, when it encounters a weapon that hasn't been cooled down yet, it skips it to look at the next weapon. and since we're already looking at a "which weapon is best to fire" logic already, it doesn't include these when looking at what to fire next. however, this give you the situation where if the main unit ROF is lower than the mainly used weapon's ROF, then fireing alternate weapons would be very common for the unit.
something harder to do would be to allow firing different weapons at different targets, such as an APOC that's concentrating on shooting cannon fire at a building, can shoot down a Kirov, or some rocketeers without having to stop shooting at the building. i do see the dificulty in this though, as the "near impossible" range.
if the weapon causes an effect that lasts a little time, others might include a RAD effect. first check to see if there is a weapon that can destroy the target in 1 hit, if you find such a weapon, use it, then you should check to see if the weapon is already in effect, if it isn't, then fire it, if it is, then check to see if it will wear out before it gets a chance to fire it again, due to ROF, and if it will run out, fire it again to top it up, if not, fire either a different effect weapon, or fire a conventional damaging weapon.
fire preference when considering different types of weapons should probably be weapon1 first, weapon2 second etc.
also, something i mentioned on the IRC is that ROF should be a "ready to fire" charge timer, rather than a cooldown timer, so, potentially, you don't have to wait a long time after you fire a "grand cannon" type large damage long reload weapon, to fire a "gattling" type low damage quick reload weapon after it. this however would probably require a seperate cooldown timer per weapon rather than per unit, and also opens the opertinity to fire more than 1 weapon at a time, which could be prevented by adding a ROF= to the unit (default is 1, so a different weapon can be fired every frame), as a "this is the minimum length of time you have to wait before firing the next weapon" timer, perhaps this ROF logic could be activated via a tag, so that existing units don't try doing this against design. weapons can be selected the normal way, but, when it encounters a weapon that hasn't been cooled down yet, it skips it to look at the next weapon. and since we're already looking at a "which weapon is best to fire" logic already, it doesn't include these when looking at what to fire next. however, this give you the situation where if the main unit ROF is lower than the mainly used weapon's ROF, then fireing alternate weapons would be very common for the unit.
something harder to do would be to allow firing different weapons at different targets, such as an APOC that's concentrating on shooting cannon fire at a building, can shoot down a Kirov, or some rocketeers without having to stop shooting at the building. i do see the dificulty in this though, as the "near impossible" range.