Comment 13 for bug 895774

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regulus (regulus) wrote :

I have a few ideas for uses of this logic.

This can be very useful for games that use "scrap metal" as a resource, allowing the player to decide to harvest the husk (by blowing it up and it spawning collectible resources) or refurbish it with an engineer.

It can also be expanded to a have a timer weapon that could make some interesting destruction animation simulations like in Command and Conquer Generals (vehicle gets killed, husk explodes later instead of instantly vanishing in elaborate explosions). Actually, I think the entire debris logic that is included in the game should be expanded upon so you could govern how many turrets spawn, etc. Also, debris spawned objects always bounce and a bouncing Apocalypse Tank husk looks too stupid for words.

This is also incredibly useful for games that are based on "stunted economies" where units that cost alot are worth salvaging. It would be even more interesting to see these units as resources themselves, making a game that was based on racing to get vehicles working. This sort of gameplay would be perfect for a Forgotten like faction.