Proposal of radical alteration of Paradrop code
Affects | Status | Importance | Assigned to | Milestone | |
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Ares |
New
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Wishlist
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Unassigned |
Bug Description
Since the Paradrop code does little else than create a group of player-owned units inside an aircraft, then assigns that aircraft to "attack" at the designated drop zone, would it not be possible to use radically different combinations of task forces to be called up by Superweapons? For example, a SW could, when fired, create a group of infantry or other units entering from outside the map, just like in Paradrop, but without the plane, or with another type of transport, and with a "Move" com assigned to the target location of the SW. To define the group called for, such a superweapon could use tags akin to those used in AI.ini for taskforces, and maybe could also have a tag for the action to perform at the destination. This would give modders a great deal of freedom and would remove the need for seperate "Airstrike", "Paradrop" and "Spyplane" logic - each of these could simply be the same SW, but "Airstrike" calls in a taskforce of, say, two bombers, with the action "Attack" assigned, while "Paradrop" would call in some infantry inside a transport plane, with the transport assigned attack, while a "Spyplane" would just call for a spyplane with the action "Move" assigned, etc.
While we're at it, why doesn't the code allow for different types anyway? I think it becoming "reinforcement" logic instead of "paratrooper" logic...then we could have chrono reinforcements, etc. All that would be required is a type tag (user defined, maybe), an animation tag, and the reinforcements units/numbers tag(s).
All in all, somewhat interesting possibilities. Not altogether necessary, but very interesting. Hopefully the RP2 people look into this.