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Ideas and Plans #2
Description
Plan to do for v3.1:
- Fix LRM and SRM stats if not fixed in 1.3. Also check cFixes.
- Dim names of acted mechwarriors.
- Always show tonnage with numeric info.
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Fix alpha damage in mech bay if not fixed in 1.3.Fixed in 1.3. - Show target distance range when no PC mech selected.
- Extend miss floatie to show how much the shot missed.
- Consolidate targeting range cheevons.
Plan to do for v3.2:
- Patch code refactor to isolate each feature and unpatch on exception.
- Refine resolve per round -
Team.CollectSimGameBaseline - Click on total bar to enable / disable / switch all weapons.
- Change movement line colour when there are debuffs or dangers.
- Console combat log -
- Fix inconsistent los between attack and move.
- Fix Multi-Target target mismatch and unselection accuracy.
Candidates for future versions:
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Customisable text - number displays, modifier text etc.
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Show enemy LOS and outline during attack to make it clearer who is firing who
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Hotkey to swap LOS Hue - Jo has granted permission to use keybind codeAbandoned since it'll change profile data. -
Adjustment of clustering weight during called shot.
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Adjust called shot degradation.
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Associate clustering weight with distance.
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Multiple clustering per LRM.
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Show original indirect/refire penalty in tooltip.
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Scale stability damage or cap.
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Diminishing range modifier.
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Show chance to kill
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Floatie of damaged location status after attack.
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Floatie of total heat and stability after actions.
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Log attack modifiers.
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Log target stability and attacker heat.
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Animate movement line.
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Fix damage number colour - Don't use red if damage falls onto an armoured location. CheckMay continue from failed commit fa6b28eAttackSequence.OnAttackSequenceImpact -
Add stability damage floatieToo confusing. Damage number is hard to read enough. Adding stability floatie make things worse. -
Melee / shot after sprint - never / always / Gut 8, with option to not fire support weapons? How to update AI?
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Melee called shot - never / prone and vehicle / everything / Gut 8. How to update AI?
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Allow melee attack on buildings - Too many methods to change. Can we create an AbstractActor proxy for buildings?
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Fix Melee direction highlight goes away when mouseovering attack button
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Fix Switching from Melee to Ranged will show no direction ring
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Fix selected location and hover not going away when a new target is selected
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Show heightened accuracies when you mouse over on precision strike icon
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Log AoE such as ammo crate explosion.
Crazy Ideas, likely to be another mod if ever:
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Support limbs called shot from the back. Expected to borrow and override front-selection handling.
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Double walk/jump - Ace Pilot?
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Allow Ace Pilot to remove full block plus partial stability after action.
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Breaching Shot - Always apply to first or biggest weapon?
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Bulwark % adjustment - How about brace?
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A proper speed up mod to speed things up and removes delays.