Like most RTS, the tactical variety of Sins can be well tracked to good old Dune 2; you have "tanks" and "launchers", short-range though units and long-range damagers which cannot last long. A standard WW2-like scheme. In space it seems a little weird: how can you create "fronts" in the void? It is more comparable to a naval than to land warfare. Naval warfare prefers versatility before single-purpose units, long-ranged missions, concentration on points instead of areas, limited observability of the battlezone lays higher needs on early warning systems. First question, why do we need to "entrench" ourselves? Leave that for Company of Heroes.
1.To make a "navalized" warfare, one first has to define how should a standard unit look like. The range of weapons isn't that important in the actual naval warfare; it is rather range of sensors and ability to discover the target before he sees us. For this we need at first a scout ship capable of uncovering the most adjacent systems. Such an ability exists in Sins - the plan is to make it general tool of tactics.
2.When you find the target, you need a weapon. But take the rocket frigates; why would you fire thousands of small, relatively short ranged weapons? A couple of nuclear cruise missiles sound better. Higher firepower needs also a better defence on the other side. We thus need not only the missile, but also an anti-missile defence. This can be done by following steps.
There are surely thousands of ways possible. One of them is to use a "frigate-creation" ability, like that of Sova carrier. You create entities for the ability, buff creating the new "batteries" (ie your missiles) and an entity of the missile itself. A modified Final Attack/Martyrdom, high speed (3k+) and a placeholder weapon changes the "battery" into a real antiship missile...
You need to copy and edit-
entities for the launcher platform (ship) and missile (ie CombatTurret)
AbilityDeployCombatTurret
AbilityFinalAttack
BuffFinalAttackActivate
BuffFinalAttackOnTarget
When your ship enters a system with enemies, you may launch the missiles simply by clicking or letting the autocast work. When they close to the enemy they are of course vulnerable to fire; you may solve this by using short-ranged vessels as well. The problem is they can fly between systems as well...a detail I'll have to solve yet They also can be aimed by hand, thus also change the target, if the previous one was brought down.
3. Fighters. You should have many of them. Every decent frigate carries at least a helicopter. You can set the size of squads variably and use many types of fighters for each side. Per ship it can be two types.
4. Finally, the ships themselves. You have a general limit of three weapons plus 2 fighter types and 4 abilities. A cruise missile as described in 2. counts as an ability. You may thus have 4 batteries of various missiles or salvos. Thus each ship can carry weapons for close combat, against strike craft and yet bombs or whatever. If the power of primary weapons - missiles - is set too high, the battles gain on dynamics, while the preparations and cooperation of units becomes more important than the economic warfare of amassing "tanks" (or Destras).
Well, it's a couple of ideas I try to realize (or have realized) ain my own mod. I don't expect it would get much interest, but it may inspire
If you have a mod like this I would be interested in playing it.
If you have Entrenchment, the moving mines of the Advent may be a solution. I messed around with them once, mostly removing their invulnerability ability, changing their speed and detection range for movement. I thought about making a variation of the vasri mine laying ability to simulate launching a missile swarm but never got around to it. The downside of doing it that way would be the mine cap may be a problem if normal mines are used with "missile" mines.
for your second point, download the following file... http://www.love-from-russia.be/Kin_of_the_Stars_20071019.zip ...
Kin of the Stars was the first mod created for Sins... to be exact, for sins beta 3, a few month before the official release of the game in feb 2008...
Why you will have interest in it... because of some of the feature from these mod... mainly the two following :
- Capital ship missiles can be shot down by point defenses.- Capital ship missile ammunition limited by antimatter. Supply ships replenish the antimatter of friendly ships.
The code is very similar to your idea of frigate creation... you will simply need to upgrade it from sins beta 3 to the actual sins version...
thanks; the code seems to be very similar to mine, the detonating system is more detailed there
actually I try to restrict the firing procedure so that it would require a target
Sure that you will be able to make a better code with the last change to the game engine... never forget that these mod is the first one, 2 year old !!!
If the search of these forum was working, you will certainly find interesting thing in the archive !!!
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