Fuel and Power system

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Re: Fuel and Power system

Post  AgustaBE on Fri Jul 03, 2009 12:03 pm

Snake wrote:Aircraft will be controlled and called in by a specific Command Vehicle (just like helicopters, infantry or armor).

Like James said, once a plane is called in, it'll take a certain amount of time before it enters the battlefield and become controllable by the player.
After the plane enters the area, it will loiter around until it's either out of fuel or uses it's weapons (it'll consequently fly out of the map area and rearm, when it's prepared it can be called in again).

The planes will be naturally extremely powerful and these courses of action will be themselves very tactical, capturing airfields will allow the players to rearm/repair the planes in game (there will be certain tricks to make things more "tactical").

So, the rearm system is working of course, but what about the fuel system, will it be used then?
greetz Very Happy

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Re: Fuel and Power system

Post  Snake on Fri Jul 03, 2009 3:01 pm

Yup, planes will have fuel even if we don't include the whole experimental Fuel System (for every vehicle).

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Re: Fuel and Power system

Post  Jarhead on Sat Jul 04, 2009 2:22 pm

Fuel/Power/Money System
Oil derricks can be taken over by soldiers or combat engineers to supply fuel and thus power to a player’s army. When no units are being fueled the surplus oil is diverted to "strategic oil reserves" (off map) and sold at the player’s discretion for the current market value (randomizer) to supply a player with money ($#/gal). Money can be used for various reasons.

Off Shore Oil Derricks can be found in map or can be purchased/constructed for a nominal fee yielding more fuel for a growing army, or more money for rising power. [animation of tugs or ship pulling in derrick to desired placement] This could also be expanded by the randomizer so that not all derrick placements produce oil, spurring the player to reposition to an oil yielding area.

The value of surplus oil is dependent on the current condition of the oil market at the time of sale, which in turn fluctuates during the game.

If a player finds himself out of fuel and without a source of fuel, the player must subsequently rely on the resourcefulness of his or her infantry. The Recruitment Ability/Button (found in the infantry window (which sometimes requires an upgrade to use), providing yet another source of troops to be employed directly from the local population.
The EU and the US receive contractors, while Russia receives conscripts.

It could be set up where specific looking civilians produce particular kinds of soldiers. Or possibly make it random so any civilian unit, once recruited can produce any one of a variety of contractors, conscripts, or guerilla fighter types. All of these types of soldiers are upgradable in one form or another.

Usinf Buildings and People as Collateral. Meaning that civilian casualties yield losses of money or experience points, or both. Certain buildings such as churches, mosques, synagogues, etc. can also yield a loss of money and or XP points as well as possibly enraging locals into attacking you or maybe even the UN getting envolved. I will say it would be quite a problem having locals attack you, and by defending yourself you lose money and XP. [this might be a reason to produce less than lethal kind of riot contol personnel. Or if something like a "Fire System" was put in place, fire fighting type units could serve a duel role in fighting fires and as a good riot control type unit. Fire fighting aircraft might serve well in heavily "inhabited" forested locations where infantry might otherwise get scorched if the fire were allowed to spread.

Buildings
Use troops to garrison buildings. Upon garrisoning a building the lights will turn on. After a building has been garrisoned click on the building to reveal the light toggle button in the bottom window. Toggle lights/disable night vision in the area surrounding the building.

A couple of ideas I've been thinking about.
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Re: Fuel and Power system

Post  James100 on Sat Jul 04, 2009 3:12 pm

NICE!!!!! sunny Cool
I Personally Love Em Very Happy They Can Put Extreme Use Of The Randomizer If They Could Be Coded sunny
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Re: Fuel and Power system

Post  Snake on Mon Jul 06, 2009 8:29 pm

James100 wrote:
Jarhead wrote:Fuel/Power/Money System
Oil derricks can be taken over by soldiers or combat engineers to supply fuel and thus power to a player’s army. When no units are being fueled the surplus oil is diverted to "strategic oil reserves" (off map) and sold at the player’s discretion for the current market value (randomizer) to supply a player with money ($#/gal). Money can be used for various reasons.

Off Shore Oil Derricks can be found in map or can be purchased/constructed for a nominal fee yielding more fuel for a growing army, or more money for rising power. [animation of tugs or ship pulling in derrick to desired placement] This could also be expanded by the randomizer so that not all derrick placements produce oil, spurring the player to reposition to an oil yielding area.

The value of surplus oil is dependent on the current condition of the oil market at the time of sale, which in turn fluctuates during the game.

If a player finds himself out of fuel and without a source of fuel, the player must subsequently rely on the resourcefulness of his or her infantry. The Recruitment Ability/Button (found in the infantry window (which sometimes requires an upgrade to use), providing yet another source of troops to be employed directly from the local population.
The EU and the US receive contractors, while Russia receives conscripts.

It could be set up where specific looking civilians produce particular kinds of soldiers. Or possibly make it random so any civilian unit, once recruited can produce any one of a variety of contractors, conscripts, or guerilla fighter types. All of these types of soldiers are upgradable in one form or another.

Usinf Buildings and People as Collateral. Meaning that civilian casualties yield losses of money or experience points, or both. Certain buildings such as churches, mosques, synagogues, etc. can also yield a loss of money and or XP points as well as possibly enraging locals into attacking you or maybe even the UN getting envolved. I will say it would be quite a problem having locals attack you, and by defending yourself you lose money and XP. [this might be a reason to produce less than lethal kind of riot contol personnel. Or if something like a "Fire System" was put in place, fire fighting type units could serve a duel role in fighting fires and as a good riot control type unit. Fire fighting aircraft might serve well in heavily "inhabited" forested locations where infantry might otherwise get scorched if the fire were allowed to spread.

Buildings
Use troops to garrison buildings. Upon garrisoning a building the lights will turn on. After a building has been garrisoned click on the building to reveal the light toggle button in the bottom window. Toggle lights/disable night vision in the area surrounding the building.

A couple of ideas I've been thinking about.
NICE!!!!! sunny Cool
I Personally Love Em Very Happy They Can Put Extreme Use Of The Randomizer If They Could Be Coded sunny

Completely agreed sunny , these are some truly interesting concepts Jarhead Thumbs Up!

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Re: Fuel and Power system

Post  OLIVES on Fri Aug 07, 2009 8:05 am

will you have in air refuling in the mod.

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Re: Fuel and Power system

Post  James100 on Fri Aug 07, 2009 8:08 am

OLIVES wrote:will you have in air refuling in the mod.
Maybe Yes Maybe No Wink
Wait Till We Make Sure 100% Of The Coding
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Re: Fuel and Power system

Post  Snake on Fri Aug 07, 2009 9:45 pm

James100 wrote:
OLIVES wrote:will you have in air refuling in the mod.
Maybe Yes Maybe No Wink
Wait Till We Make Sure 100% Of The Coding

Yeah, including air refueling in game haves numerous obstacles in the coding part (not to mention map size's limitations).

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Re: Fuel and Power system

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