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Author Topic: [Suggestion - DEV] Missile-crafts  (Read 170 times)

Offline Flaubert

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[Suggestion - DEV] Missile-crafts
« on: December 14, 2024, 01:43:23 pm »
Hello,
  I've schemed&coded an idea to create "missile" crafts. It adds the capability of defining a new "missile type" for crafts, so crafts will behave as if they were missiles/kamikaze-drones. So, when Dogfight windows opens, you won't be able to interact with missile-craft controls (select distance, stand-off,...): it will automatically active the AGGRESSIVE_DIST approach and try to reach that distance.
Meanwhile, UFO can try to intercept missile, firing at it. If missile-craft reaches AGGRESIVE_DIST it will explode, autodestructing itself and dealing some damage to -or destroying! - the UFO.

In order to define a craft with this feature, you should add a new characteristic (missilePower) to crafts ruleset. Default missilePower value is 0, so craft will not behave as a missile but will act as a normal-vanilla craft. missilePower > 0 will trigger the missile behavior when entering Dogfight; value of missilePower will be the damage inflicted to UFO when/if it reaches AGGRESSIVE_DIST and explodes.

It is advisable to give an avoidBonus to missile-craft definition as it would be fast and also small, hence difficult to hit. You can adjust all other parameters as maxDamage or speed as in any normal/vanilla craft - even bizarre missiles which fire lasers when approaching!! -

Of course, this basic mechanic could be modified: e.g. adjusting missile speed approach or avoidBonus, depending of missile/UFO speed ratios; or give a chance to faster UFOs to avoid missile, even when it reaches AGGRESSIVE_DIST, depending on UFO and missile speeds. These ideas are still under study/development.

I think this feature could be interesting for modders, so they could add drone swarms against incoming UFOs or even a  -very expensive and scarce -"cruiser missile" against that nasty Battleship which is in-route to terrorize a city. And it neither requires many changes nor is "invasive": crafts can continue behaving as in original OXCE just not defining any "missilePower" key in their ruleset.

Here you can find an initial development of this idea: https://github.com/FlaubertNHR/OpenXcomPruebas/tree/oxce-missile.

And an example MOD to  test it: https://github.com/FlaubertNHR/OXCE-Mod-Collection/tree/main/MissileMOD-WIP

Finally a short video testing its operation: https://youtu.be/VwrkdRKpB6s

Hope you find it interesting!