Author Topic: Turrets in Megaglest (Sir Modman Style)  (Read 9152 times)

Zoythrus

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Re: Turrets in Megaglest (Sir Modman Style)
« Reply #50 on: 1 September 2010, 22:06:41 »
i think it should all depend on the unit. do you want the top of a defense tower to explode when it gets to 1/2 health?
That is how it's done in some games-the units die once the tower reaches a certain level of health, though maybe 1/2 is a bad idea.
if the top explodes, then it renders it useless, because the top is the turret (and the turret is the only thing with an attack!) i think some stuff could be destroyed when the master gets to a certain level of health, but not everything.

ive realized, the turrets are going to have a huge XML if we implement all of this...

wyvern

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Re: Turrets in Megaglest (Sir Modman Style)
« Reply #51 on: 2 September 2010, 20:28:52 »
I think it should not explode when the unit reaches a certain amount of health maybe it could be immobilized and unable to rotate though, for example imagine a WW2 mod and you have a tiger tank, its attacked by shermans who attack the hull, on reaching some point of health the turret can no longer rotate because of lack of power or whatever(it was manually operated so probably not that, more likely jammed by splinters), so you can withdraw the tank but not move the turret until the tank itself repaired. It would also give and enemy player two choices, wreck the turret and stop his attacks but he might get away or be repaired or reinforced, or attack the hull and possibly destroy him along with the turret but he will constantly fight back, giving you lots of damage.

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Re: Turrets in Megaglest (Sir Modman Style)
« Reply #52 on: 15 September 2010, 04:50:24 »
Could you guys implement some kind of basic turret system? I'm working on a mod, and without turrets, well it won't look very good...

@Titi: Drive by shooting would be really cool, but really, just a basic turret system first would be great, besides you can always expand upon what you have. ;)
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