kafka
Posts: 159
Joined: 6/11/2004 Status: offline
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quote:
ORIGINAL: serg3d1 I'm thinking about quite radical change, not for the next patch of cause: User-designed uints, like in MOO, or GalCiv Instead of predefined classes (which of cause remain if user don't want to mess with units) - light tank I, II, III etc define units component - armor I, armor II, infantry cannon I, II, close defence (MG) I, II, ATG I, II , chassis - light/heavy tracks, light/heavy wheels etc. After that if user have all component - armor III, heavy tracks II, heavy infantry cannon III, MG I and sped additional pp on the "design integration" - blam - IS-2 heavy tank :) Indfantry could be designed too - infantry + light infantry gun = infantry recoiless, infantry + light armor III + flamethrower + satchel charge + eng tools = assault engineers with body armor, infantry + ski = ski battalions, infantry + mountains training = mountain infantry/jaegers etc. The good thing that wouldn't require modification of tactical AI, and AI could steal/accumulate good design from player. New strategic choises - if the enemy have haevy fortifications that require vehicles with infantry guns. If it have a lot of tanks - vehicles with ATG. If there is a good road network - build wheeled vehicles. So, what is community opinion ? a more flexible and deeper econimoc model would be fine, especially for the modder, introduce i.e. the option of increasing the production capabilities of cities, to gain additional production slots, to give a penalty for switching production or to lock specific slots for user-designed scenarios to avoid too much micro-management for those unwilling to do it, just make it optional, no one has to play the scenarios which one feels there is too much micromangement in quote:
this is a ww2 strategic game and not phantasy the editor allows for much more than ww2 only, there is no reason to forbid anyone to use it for whatever era and scope (given the engine limitations) one likes to
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