Tuesday, April 17, 2012

[REQ] Aircraft Carrier mod

Ever since the pacific battles in WW2, the aircraft carrier has held dominance over aircraft and naval warfare either over seas or running support for a land Op. However, in SupCom, the battleship is still more useful then any aircraft carrier. Why?
Because the Aircraft carrier has to stop in order to do anything regarding aircraft.
Why is this like this? I've heard MANY stories of aircraft landing on moving carriers. Barring an aircraft carrier from moving or receiving aircraft while creating more land units kind of makes sense, but honestly, this gameplay issue ruins alot of fun I could have with AC's tormenting the AI.
So, my request. Is it possible for an aircraft carrier to be redone so that it can receive and repair aircraft while moving about?|||Nope, that's engine territory. It's not possible for a mobile unit to dock with another unit that is moving.
The best you could do would be to magically teleport aircraft out of the sky and onto the carrier, but even then the carrier will still stop any time a dock command is issued, I'm not sure using that method if you could actually have the unit end up properly in the hangar and repairing/regenerating, or just 'attached' somewhere to the carrier.|||Mithy|||Wow, I think Mithy is wrong, and Raiden is right... the end of the Intertubes is nigh!|||Noooooooooooooooo
But seriously, how would you use drone code for that? Drones are created as attached units; they clearly have special rules that apply to them.
You could definitely create a carrier unit that builds attached planes (essentially drones) that handles them more like what you would want. You could even mimic the 'internal' storage of the current carriers by turning the unit invisible and (mostly) untargetable when docked. But the plane units would always be linked to that carrier like drones are to the ACUs/SCUs/Kennels. Also, I'm not sure what would happen if you built more units than there were attachpoints, which if I remember correctly, can't be done if all the attachpoints are currently occupied?
4DC already has a unit like this, but with simplified drone economy.
I'm also not sure what will happen when a drone unit with winged flight tries to dock. Drones are gunship units, and so have no problem aligning with a moving land/sea unit. I suspect they'll still dock, but it might look wonky.|||Mithy|||Well, I have an idea, I don't know how to code or anything, but here goes anywho.
So you guys say you can't have a carrier move while aircraft are docking, what about if the Aircraft Carrier doesn't NEED to have aircraft built from factories, or the traditional aircraft building method?
What if instead, it can build a wide variety of drones and a certain limit on how many it can carry, say 30 - 50, ranging from bombers, to fighters, to gunships, and so on?
Like an upgrade to the commander, instead of having them the traditional way.
As well as having the dockpoints overlap each other within the carrier itself, but that would cause lag, for sure.
I think people have thought of this before already, but I'm just giving in my 2 cents.|||Was gonna mention how the Goliath also has the drone docking ability, but....yeah. Those drones are created specifically attached to the Goliath.
But I noticed something weird. Why is it that carriers are able to perform their duties while firing their AA weapons, but things like the Atlantis and the Citadel cannot do so while firing their ground attack weapons.
Oh, btw, dormantmatriarch, your sig image is bloody awesome.|||Mithy|||Mithy|||I remember seeing something like what you were talking about a long time ago, Resin. BlackOps did this thing where the Seraphim dreadnaught was carting around a factory on its rear end, and it could fight, move, and generally be awesome while creating a support fleet all on its own.

I have no idea why they removed such awesomeness.|||Zataku|||Yeah, the attached-unit method is really not a good one, and has a lot of really wonky-looking and -behaving drawbacks.
I guess I don't recall, but do the 4DC drone carrier's drones ever dock? It's been a while since I've worked with drone scripts, and I just can't remember how you make a drone use attachpoints. Is it just SetCreator()? Or is that handled by one of the drone's categories? I'm guessing both.
And yeah, you can't really use a normal factory to build drones. Well, you could build dummy units, and have the dummy unit spawn the drone, I guess. For the Goliath, I went with manual econ management using maintenance costs so it could build while moving, which turned out to not be the greatest idea (it worked fine for that unit, but not for any unit that has other econ drain).|||regarding the seraphim dreadnought we made, yes it was basically an attached fatory and while it did work it also had several problems, first and foremost that a lot of the time when issued a build order the dreadnought would constantly attempt to move out of the "buildzone" thus causing to go on a nice cruise where ever the hell it wanted to go. secondly, for some odd reason the factory rally point never worked, units built by the factory would head to the original location of the dreadnought build site. those were the two main reasons and while i eventually did fix both issues...i forget why we removed it in the end anyway :lol:|||Lt_hawkeye|||Mithy|||Zataku|||LordDarthViadro|||He's right about everything else, though.|||It wouldnt be that much of a stretch to change aircraft to use "counted projectiles" and force them to rearm just as if they we're out of fuel.
The biggest problem i forsee would be making this compatible across the spectrum of mods that are already in exsitance... Especialy if more then one of those mods is altering the same aircraft.
Resin|||OrangeKnight

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