- Jan 3, 2015
I'm sure we all know these things? Something we might desperately need to make the missiles not so "end all, be all" presence when it comes to weapon balance.
Of course, these should have a long/medium reload time, so it's not IMPOSSIBLE to get through...
I've encountered these things in a few games before, and I've thought of a way to code these in a somewhat easy way since even big companies like dice(please) have messed up the AI for it. And that is:
Why don't we make it so the flares are coded to register as techs that only exist for the duration of the burnoff time for the flares, and most importantly, the tech that shot the flares become a "Non-Tech" for a second or two? This should make the countermeasures less likely to fail, and easier to implement than something like a whole new "heat" seeking missile AI or somethin lol
The missiles already change target pretty well when targeted techs get destroyed before they get there, so this should work out pretty neatly?
So how about it? I suppose another thing is having an extra keyboard input for dispensing the flares, but...... these are so coooool lol