Replies: 9 comments
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I like this idea a lot.
Not sure about this. I just hope it doesn't end up as a bloated feature that no one likes/uses. |
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It should be possible to set a guided munition as either fire and forget or as manually guided (and the systems for supporting that, such as making a pawn/turret continue to 'aim' the weapon without stopping to reload/switching targets). Given that dodging isn't really going to be a thing, I think just a simple max angular change per tick/second parameter is probably entirely sufficent. Making it easy to set up is probably the most ideal way to do it here. |
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Perhaps there could be research/crafting cost differences?:
Oooh, I quite like this idea. In a similar vein to my preceding comment, perhaps command/manually-guided systems are cheaper to build and unlocked earlier in the research tree, compared with fire-and-forget? |
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Updated OP with feedback from @fors4ken and @Tostov. @CombatExtended-Continued/coders @CombatExtended-Continued/playtesters - feel free to share your thoughts as well. |
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From a coding perspective, letting the projectile change x MoA / tick is the simplest approach, as is tying it to a |
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And potentially computationally expensive, if calculated across the whole map at regular intervals.
Perhaps as a simple boolean parameter?
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Not likely to be that computationally expensive. You can cache the items of interest, so it's pretty close to O(1) with regard to the number of projectiles. But that does mean that the program complexity is higher, which increases the probability of errors. And yes, a simple boolean is likely sufficient, if anyone can think of another behavior beyond "explode or become dumb" then it could become an |
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Ah, I see.
Yeah, a boolean would be sufficient. I'll update the OP in a sec. For the purposes of RimWorld and CE, we can assume there are no dud rounds. And any suicide drone/missiles would probably be implemented as pawns instead. |
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Another potential element/reference for your first list could be Cyberpunk 2077's Smart weapons. Whilst they're not as powerful per-hit as regular firearms, they're significantly more accurate if used correctly. There's an added catch in that they require supporting hardware too. Something as simple as 'requires a gunlink eyepiece, qualifying helmet (i.e. power armour), or any tier of bionic eye' could be a useful balancing factor for high-end stuff, if it's possible to check for that kind of thing without too much slowdown.
Depending on the strength (or relative value/difficulty of creating) of the warhead you might not want it to automatically detonate or continue on to potentially detonate when it misses, especially if there's a risk of starting giant forest fires or something. Having projectiles that can land intact on a miss (% chance?) seems more like a thing for bows and similar low-tech weapons though. ed: actually, 'create armed object' could also be useful as a general projectile behaviour, then you could add things like advanced grenades for grenade launchers. especially if you could do something like a grenade that detonates if it hits a pawn but turns into a timed or proximity grenade if it hits a wall. If you were feeling adventurous, the ability for a secondary pawn to guide missiles using a handheld designator 'weapon' (similar to how binocs are supposed to improve mortar accuracy?) could be interesting. probably tricky to code though. |
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Although most ranged combat in CE occurs at pawn-to-pawn ranges with weapons that fire projectiles on a purely ballistic trajectory, guided projectiles could add a new element to gameplay:
Types of Guidance
Implementation
Ideally via a custom comp, so that it can be easily added to new/existing projectiles as required:
maxAngleChangeRate
maxLifetime
detonateAtMaxLifetime
true
(explodes)false
(reverts to unguided projectile)false
seekerMode
manual
,infrared
,radar
manual
Alternative approaches to tuning:
PID tuning (more accurate, but difficult for the layperson to set up for each new projectile)Account for round aerodynamics? (e.g. round diameter, length -> affects rate of turn)Additional thoughts
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