View Full Version : Pickuppable reloads for Flamers & Assault Cannons
the_Fifth_Horseman
02-26-2009, 14:42
Was present in the boardgame.
Is also used in EASH Deathwing capaign in "Ultimate Firepower"
The reaload item could be picked up and carried as a regular item, loaded immediately to the weapon or added to the Marine's reloads (if he had any space - remember that Assault Cannon could have up to 3 reloads total).
Flamer reload = 1 complete reload for Flamer
Assault Cannon reload = 2 complete reloads for Assault Cannon
If Captains are added, a separate optional item might be added for Grenade Launchers.
Does this mean that a marine with HF and a reload from the beginning can drop of this reload? Or is it only marines with not that weapon which can drop off the reload? The marines that can use them will keep them forever IF they pick them up?
the_Fifth_Horseman
08-21-2009, 17:44
Does this mean that a marine with HF and a reload from the beginning can drop of this reload?
No, he can't since it's in his reload pool and not an item held in hand.
Ok, that makes it more complicated if there needs to be an action of converting a carried reload to a useable reload. Then it will be kept on the future list.
the_Fifth_Horseman
08-23-2009, 17:55
Doesn't have to be. We can implement it like this:
If the Marine is carrying the reload item (assuming it's the correct one for his weapon) and performs the reload action, the game uses it instead of the one in his reload pool.
Well, the problem is when it comes down to showing. If you have used your default reload and picks up an new one. Should it be shown next to your ammo or as the CAT.
the_Fifth_Horseman
08-23-2009, 18:52
Same as the CAT, as an item.
But that will make it odd, some reloads will appear next to the ammo, some up in the corner. In that case maybe we should change so reloads are actually pickups which you can drop off if you want to. Even those given from beginning.
the_Fifth_Horseman
08-23-2009, 19:41
The reloads carried from beginning would appear next to the ammo. The ones that are carried and dropped like an item and take up the carryable item slot would appear in that slot. It should not make it too odd, as long as they have recognizable graphics.
In general, I think that at the current point it would be more practical to just add some if/else conditions to the reload code itself than go ahead to redesign the entire way reloads work.
Simple is nice but to the players not able to read this thread it might seem odd that reloads are visualized in two ways. I think we'll push this one, not have it in the first AA.
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