 | CONSTRUCTIONS/FORTIFICATIONS
 | A FARP
Forward Ammunition and Refuel Point |
 | Enemy
Stack (ES) to be modified to include battalion-, regiment/brigade-level
functions |
 | "scripted
prefabs" |
|
 | ABILITIES
FOR SPECIAL GROUPS ONLY
 | Introducing
group classes. That way support groups would still be under side command,
but only with certain special waypoints. For instance the support groups,
one would be able to move and redeploy artillery, but not use them as
combat units. |
 | Some
things should be constrained to specific groups like building for
engineers |
|
 | MORE
CHROME
 | Gas
masks/oxygen masks (for jet pilots, NBC teams etc.), that can be put on
and taken off either via an animation or by the same means as NV goggles |
 | A better
worked out Role playing- and unit managing part. |
 | Reward the
player for good performance with medals and/or promotions. |
 | Dirt, not
only dust, kicking up when heavy tracked or wheeled vehicles move through
grass or mud. |
 | Different
seasons, like winter and summer, including snowfall, improved rain etc. |
 | diversified
chat messages |
 | sound for
chat |
 | air-traffic
controller and AWACS messages |
 | A dynamic
weather system |
|
 | INTERFACE
 | A blob
marker showing the dispersion of a group/section. |
 | showing
group paths instead of just the waypoints |
 | More
extensive information for the map screen, maybe by using some of the radio
controls in a different way than intended |
 | to avoid
clutter of map symbols, player can aggregate/disaggregate markers for teams
and groups |
 | multiple
markers for one group. One marker could show group type + group size (as
usual), and the other could show group status/health (e.g. with color) + group action
(with symbol) |
|
 | MAP
ENHANCEMENTS
 | Fully localizable by using a stringtable. |
 | "TABS" in dialogues |
 | make the user interface less dependent of the radio-controls (also easier for MP) |
 | Vehicle
with active elements to use as a command vehicle |
 | Vehicle
ownership information for commander. A list of vehicles, their info,
weapons inside, persons inside, all in the notebook, under new section.
Only for vehicles your squad current possesses. |
|
 | GENERAL
PROGRAMMING
 | General
top-level API for information and control. |
 | structured
and modular build-up of the engine |
 | ability to
create add-ons/extensions without the need to become a scripting- and
CE-guru first. |
 | independent
functionality of the components of the CE (group-platoon-battalion) to
enable mission makers to delete unnecessary bits in specific situations. |
 | Reorganization
of the code. Global -> Local. The use of global variables should be
minimized in flavor to local functions. |
|
 | GAME PLAY
 | Allowing the player to observe only |
 | Stealing
weapon blueprints... etc etc. |
 | Funded
campaign, where you have some resources coming in depending on the
objectives you meet (like take over weapons factories or mines). This
would allow you to putchase or manufacture your weapons |
|
 | EDITING
AND SETUP UTILITIES
 | easy insertion of special vehicles.Automated way
to rate Armour/speed/off-road capabilities/firepower, etc. for new
units. |
 | External
data I/O (through external dynamic reading and generation of scripts
or savegames) |
 | CE editing
utility |
|
 | CE3 ADD-ONS
 | Dingers
arty-suite into the engine (maybe it's possible to create dud-firing guns
to enhance the effect (as some kind of special construction) |
 | Array to
describe a logistics supply unit. |
 | A timer to
intermittently check if the player is moving, mainly for the formation
scripts. |
 | Logistics
script that interfaces with FARP addon/special construction to allow a
logistics system. |
|
 | GROUP/SECTION/SIDE BEHAVIOR
 | Wait till
trigger (unit {a} reaches waypoint n) to automate bounding overwatch. |
 | Wait till
commanders order a sort of CHARGE! command |
 | Something
to the effect of "Get Waypoint", or "Add Waypoint".
Something that will allow the unit leader (platoon leader, company
commander, etc.) to follow another unit's waypoints. |
|
 | GROUP
CONTROL AND EVENTS
 | effect of
bleeding to death. Exponential equation based on damage taken and
time. |
 | Medics/Hospitals
only stop bleeding and give +30% health back. (max) |
|
 | INJURY
 | side
results gains/losses etc. have effect on group performances |
 | sensitivity
to these factors (maybe dependent of average group skill?) |
 | movement:
fatigue=fatigue+0.1 |
 | combat:
fatigue=fatigue+0.2 |
 | stationary/encamped:
fatigue=fatigue-0.1 |
 | add/subtract
an action-depending on amount of "fatigue level", e.g.once
fatigue reaches a certain level, effect could be lower morale, unable to
perform certain tasks, reduced skill of soldiers (with SetSkill command) |
 | Tripping,
your man should fall at times, by accident, causing damage. (as on
hills) |
|
 | FATIGUE
 | groups
should break due to overwhelming enemy, quick and/or heavy casualties,
fatigue, bad supply status (e.g. no ammo) |
 | effects of
breaking could be freeze, hitting dirt, ignoring orders |
|
 | MORALE
 | group/team
morale, AI intelligence and AI behavior (cautious/impetuous) |
 | depend on
general/team leader/group leader |
|
 | CHARACTERS/PERSONALITIES |
 | WEAPONS
 | Jamming,
weapons should jam at times, forcing you to remove the magazine, replace
it, reload. |
 | Weapon
damage, weapons should have their own damage value, causing you to repair
them between missions in campaign. Decreased performance with wear. |
|
 | AI
 | Platoon
and Company AI. |
 | Visible
skill amount in AI selection, if AI can learn a little through combat,
perhaps their skill should improve and you should know what level it's at. |
 | Your AI
really learning from battle and choosing weapons accordingly. |
|