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Originally Posted by Durandal
the crusader would be the size of a car?
or is the scale in your mod larger anyway?
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Well, we'll see how the scale fits in-game once I finish the units and coding. If its off, I’ll correct it to proper scale.
To answer other questions...
The first priorities is to set up my units for the mod I’m working with guyee, adding the RA2 Russian, and a WW2 German side to the "now" zero hour. We'll see how that turns out, and from there, I'll probably work with him on a WW2 tank heavy or ground vehicle only mod, using the "realistic" rule set from blitzkrieg.
Blitzkrieg provided me with a strange rule set, that made sense for the game engine they where using, but just not for ours (location based damage). It had front, side, and rear armor, and for weaponry, they had damage and penetration.... Using some crazy formula's [DMG + (2 X PEN)] for damage.... [FRONT x REAR / SIDE x 10] for hit points, I could roughly get a good balanced game, based on hit points and damage, and work the tanks cost from those 2 numbers...[DMG x 0.75 + HITPOINTS x 0.75]
The idea I had, was to start off with just light tanks, and as your general progresses in levels, say level 1 to 15 or so... (i would make the tanks have a prerequisite of a general level....) say medium would have 3, then heavy 6, then super heavy, 9 or 10... with the odd tank being an exception along the way.... and with artillery somewhere along the way... maybe at level 4 you'd get basic artillery, then at level 6 or so, upgraded or bigger artillery..
Tank destroyers and heavy tank destroyers would also fit into the equation, at their respective levels.
As for sciences, I want at least most of them general level dependant, to streamline the game, and prevent the user from switching back and forth between windows to just select a science...