I posted in the chat my approximate plan for implementing the first version of units in C4:AC. Here it is in more detail, but still approximate .
Start with a selection of base units, the base strength value is SMAC weapon + armor - 1.
Scout: Can be upgraded to all types of units (of the same chassis type). Can accept generic non-combat abilities only (until PSI).
Offensive Rover: +25% bonus in open. 75% defense penalty.
Offensive Infantry: +25% bonus vs bases. 60% defense penalty.
Defensive: Unable to attack. +25% defense bonus in bases. +25% defense vs Offensive Rovers.
Shock Troopers: 25% defense penalty (defend nearly as well as they attack), can take most abilities (both offensive and defensive). Expensive, since they are both weaponed and armored.
Artillery: Cause collatoral damage.
Ship (Skirmisher): 50% defense penalty.
Ship (Battle): Attacks and defends equally well. Can take defensive upgrades.
Offensive Infantry and Artillery would keep the same chassis (infantry, move 1). Other unit types chassis would upgrade with technology (ie Defenders upgrade to rover at fusion, rover upgrades to hovertank at hovertank, Shock upgrade to hovertank at Quantum)
To keep the number of units remotely sane I would pair chassis:weapon like this:
Defensive = Every armor level.
Offensive Rovers = Particle Weapons.
Offensive Infantry = Missile Weapons.
Shock Troopers = Laser weapons (and a near tech armor)
Noodles = Missile weapons.
Interceptors = Particle Weapons.
Choppers = Laser weapons.
Artillery = Particle and Missile Weapons.
Ship (Skirmisher) = Every second weapon starting at laser.
Ship (Battle) = Every second weapon starting at impact.
Laser weapons: Laser. Gatling Laser. Fusion Laser
Particle Weapons: Impact, Chaos, Tacheyon
Missile Weapons: Missile, Shard
Note that units can have multiple tech-prereq. So for example:
Impact rover requires Doc:Mobility and Nonlinear Matematics.
Plasma Defenders require High Energy Chemistry.
Gatling Troopers require Superconductor and High Energy Chemistry.
Hopefully reactors can be implemented in some cool way, otherwise units will have a 3rd pre-req.
ie: Chaos Rover requires Chaos theory, doc:mobility, fusion power. (we could simply say that fission reactors don't have the power for Chaos+ weapons, or we could have both fission and fusion varities)
Abilities:
The initial model would be sticking with the Civ4 combat experience & promotions model (except reworking promotions to SMAC abilities, sofar as possible) prehaps with the following additions:
1) Defenders get a free ability slot, but only a few abilities are available for defenders: Comm, AAA etc. Other units must earn all of their abilities through combat experience.
2) A bioenhancement center makes units start with a free ability slot (2 in the case of defenders).
Art:
Modern Age Civ4 units will be used. Maybe we can do some reskinning, but I expect the mod will be playable before we have much in the way of our own art.
Start with a selection of base units, the base strength value is SMAC weapon + armor - 1.
Scout: Can be upgraded to all types of units (of the same chassis type). Can accept generic non-combat abilities only (until PSI).
Offensive Rover: +25% bonus in open. 75% defense penalty.
Offensive Infantry: +25% bonus vs bases. 60% defense penalty.
Defensive: Unable to attack. +25% defense bonus in bases. +25% defense vs Offensive Rovers.
Shock Troopers: 25% defense penalty (defend nearly as well as they attack), can take most abilities (both offensive and defensive). Expensive, since they are both weaponed and armored.
Artillery: Cause collatoral damage.
Ship (Skirmisher): 50% defense penalty.
Ship (Battle): Attacks and defends equally well. Can take defensive upgrades.
Offensive Infantry and Artillery would keep the same chassis (infantry, move 1). Other unit types chassis would upgrade with technology (ie Defenders upgrade to rover at fusion, rover upgrades to hovertank at hovertank, Shock upgrade to hovertank at Quantum)
To keep the number of units remotely sane I would pair chassis:weapon like this:
Defensive = Every armor level.
Offensive Rovers = Particle Weapons.
Offensive Infantry = Missile Weapons.
Shock Troopers = Laser weapons (and a near tech armor)
Noodles = Missile weapons.
Interceptors = Particle Weapons.
Choppers = Laser weapons.
Artillery = Particle and Missile Weapons.
Ship (Skirmisher) = Every second weapon starting at laser.
Ship (Battle) = Every second weapon starting at impact.
Laser weapons: Laser. Gatling Laser. Fusion Laser
Particle Weapons: Impact, Chaos, Tacheyon
Missile Weapons: Missile, Shard
Note that units can have multiple tech-prereq. So for example:
Impact rover requires Doc:Mobility and Nonlinear Matematics.
Plasma Defenders require High Energy Chemistry.
Gatling Troopers require Superconductor and High Energy Chemistry.
Hopefully reactors can be implemented in some cool way, otherwise units will have a 3rd pre-req.
ie: Chaos Rover requires Chaos theory, doc:mobility, fusion power. (we could simply say that fission reactors don't have the power for Chaos+ weapons, or we could have both fission and fusion varities)
Abilities:
The initial model would be sticking with the Civ4 combat experience & promotions model (except reworking promotions to SMAC abilities, sofar as possible) prehaps with the following additions:
1) Defenders get a free ability slot, but only a few abilities are available for defenders: Comm, AAA etc. Other units must earn all of their abilities through combat experience.
2) A bioenhancement center makes units start with a free ability slot (2 in the case of defenders).
Art:
Modern Age Civ4 units will be used. Maybe we can do some reskinning, but I expect the mod will be playable before we have much in the way of our own art.
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