Re: Modding RD
Posted: Thu 10 Apr 2014 12:18
Elouda wrote:Hmm, interesting things I've done as part of testing or proof of concept...
Making large (ie non RPG/LAW) HEAT and KE rounds do double damage on penetration - works, will probably be using this to make armoured combat appropriately lethal.
I done this in my WALB modding tests, my idea was to try out a new way of simulating damage. Instead of assigning a damage to each AP value, the AP value would be solely about the capability to pierce the enemy armor. The damage would be given by the shell itself. And most likely that's how I will end up making my mod.
Elouda wrote:You can also do 'autoloaders' by altering the effect different suppression levels have on the units RoF, as these are unit specific. Its more work, but on the other hand should avoid issues like that, and in addition mean you can do intermediate stages.
For example when testing stuff for an eventual mod I set Autoloaders to only suffer 25% of the RoF penalty compared to regular tanks, in return for a lower base rate of fire. It worked just fine.
That's a very interesting solution, thank you for sharing it.