Author Topic: Weapon Self-Destruction depending on Ruleset Settings  (Read 2201 times)

Offline Buscher

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Weapon Self-Destruction depending on Ruleset Settings
« on: March 30, 2015, 10:14:24 pm »
The idea is to allow ruleset settings to decide which weapons in whose hands get self-destructed and which not. This suggestion is aimed at mods (FMP *cough*) that have humans factions as well as aliens using earth-based weapons. The humans don't necessarily link their weapon to their mind, while the standard weapons aren't even capable to self-destruct. So if a mod wants to use it, it can use the self-destruction feature while deciding the behavior of the items in dependency of who is using it.


For example:
Plasma Rifle in Sectoid's hands - PR and Sectoid are both set to true for self-destruction. Weapon is gone.
Plasma Rifle in Man-in-Black's inventory - PR is set to true, but MiB is set to false. Weapon drops.
Rifle in Sectoid's inventory - Rifle is set to false, Sectoid is set to true. Weapon drops.

Offline Solarius Scorch

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Re: Weapon Self-Destruction depending on Ruleset Settings
« Reply #1 on: March 31, 2015, 05:56:30 pm »
While I am sceptical about this particular change in the FMP (because of various reasons), I wholeheartedly support allowing a modder to enforce an option - be it weapon destruction, destruction of research items, or even alternative movement. It would be particularly nice to be able to add these options to specific items (like you described Buscher), for example that a Heavy Plasma Clip is spent when researched but Heavy Plasma Gun doesn't.