People would all want different things. My list would be stuff that is impossible to mod, and/or opening a few things up for modding so that WE can fix them instead.
Support new Types:
I'd want more ship Types. Not more SHIPS, but Types in the Names.cfg with full AI support.
Warships go to Type=15 now, so define 16-20 as "escorts" (like 0 through 4 are now)but unused (so they will use DD AI). 21-XX as just "warship" unless there are other AI capabilities, then make a few of each. I made a "Type=16" class of ships, for example, "super BBs." The idea was to put Yamato in there so I could make generic BB calls without seeing a zillion Yamatos. Works, but Type=16 won't "dock" the box is not available to check.
Ditto for merchants. Take a range above the last Type= currently used and make some various user defined areas. This would allow us to compartmentalize the merchants more with "generic" entries (assuming more are added at some point).
Change NxSHIP @ X% support:
Another thing I'd like to see from a mission designer standpoint. Change the way the game deals with random group units. For example: 2xTakao in a random group, with a 10% chance. Right now, it rolls the dice twice, and you can have 0, 1, or 2 Takaos. That functionality is possible with 1xTakao@10%, 1xTakao@10%. It is currently impossible to have 2xtakao @10%, but ZERO @90%. I want one, or 2, but NEVER one. Typical uses would be DesDivs of 3 or 4 DDs. I'd like to have 4xAsashio @20%, and have all 4 appear, or none, but not a range which can be done with 1X calls.
Zig-zags:
Real zig-zag support in the code. A waypoint property with angle and either time or distance per leg.
Give us a cfg toggle for "Instant Success"
Simple cfg addition to turn off the "Ship destroyed" message and log entry. Instead, entries would be added when you end the patrol. You would then know a ship was finished when it sank, not when the game tells you to stop using fish.
Last edited by tater; 08-30-07 at 09:51 AM.
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