[ian-reeds-games] a couple new ideas

  • From: garret knight <wolfofthewind48@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 28 Oct 2015 09:37:01 -0700

Hi guys
Me and my ever active brain have come up with a couple new ideas for the engine.
Multi instance maps
Ever had a map or a couple maps where you want to control 2 situations at once? Example, you have a group of people defending an outpost, but at the same time, you have another group of people invading another one to assassinate the attacking outpost's commander? Or, your trying to have 1 group of people protect a target, and another group trying to rush supplies to another area? Now, sure this could be done all in 1 map, but what if you don't want the groups to share the same map? You could have a multi map mission, and both maps would have to have there objectives completed in order to progress. I realize this might be a massive pain in the backside to code, but I think it would be neet to see something like this.

Ignored units

Let's say you have a map where your controling something in space. Like a dropship. Now let's say this ship is dropping troops onto the ground to fight what ever it is your doing. I'm trying to be vague because this is sort of cutting into one of my plans for a mappack. So, something with a gun or a sword isn't going to be able to hit something from space. So why not have an ignorable unit be the dropship? This would mean that you could still control this unit, and you can still make it take it's turn. But the AI will ignore it, and so will the victory/defeat conditions. Meaning if you lose every other unit on your map but this one, the game will count it as a loss, even though this unit still remains.
As far as I am aware, development of a new version is still going on. So these are just a couple ideas that I think would be really cool to see.
Thoughts?

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