Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.
Virtually all vehicles in TA will feature directional armor, giving more tactical depth.
EA and Westwood did try to work on this idea thus the "Move Backwards" ability that came up, but it never really was coded correctly, i'm glad to see someone has fixed it! good job!
your work is absolutly stunning man anyidea on the next releace as this is epic so far man
Brilliant, mate. I really approve of the amount of work put into the scripting here.
You'll probably want to amplify the difference between front and back armour, because the person being attacked only requires a few seconds to turn the tank around, thus the attacking party will only get one or two shots in the back. To make it strategically viable, that one or two shots must make it such that a weaker force is able to gain a noticeable advantage.
And do you think side armour is necessary? Technically broadside hits should do more damage.
The mammoth tank technically should take 200% damage from shots hitting it from the rear - and 120% from the side.
It used to be 150 and 110 respectively.
hey maybe u could add even more of a "Tactical" idea(if possible with this engine)...make it so that...maybe 1 out 50 shots to side armor might disabloe a track or two..that way if a tank gets a lucky hit on another tank it might knock out a track..therefore immobilizing the tank...just so long as the tank can still fire...idk if that is possible in this engine..would be cool though...would make ppl understand that spamming is not the way to go
Not possible as far as I know. This directional armor was a simple matter of editing 2 lines in the armor templates.
AS Helge pointed out it is hard but if this happens to the Mammoth, it won't be fair if it not happen to other units such the Avatar, and the avatar has legs, you know what happens when you shoot a walker's legs.
i meant for tracked vehicles...i was just asking..for walkers...well u could just make it where it cant walk or anything...it could still shoot i suppose...but i meant for tracked vehicle...
*Troll* The idea of walkers going up against tanks is ridiculous, really... Just shoot one of their legs and they can't move, and the legs are so fragile. Plus the avatar is so freaking tall, Centre of Gravity and all...
Still, if it is a 1/50 chance, it can't be considered a strategic factor, since you can't manipulate it to your advantage, and is more luck based, like playing roulette. And I don't know whether you've any experience, but personally luck always makes a good game screwed.
awesome dude but whats that tank in the backround??
That's the Stryker, GDI's APC.
Man I love those titans!
Titans FTW!!!!
Thats cool, infantry will stand even less of a chance lest the tanks stay afar off. I've wondered what the trigger is for vehs to run over infantry, because in some cases the veh will run straight over them, other times it will just stop a distance away and fire whilst it takes damage say from grenades or rockets.
Hmmm, reactive armor comes to mind since there are damage gradients involved.
Like vehicles with Slat armor or reactive armor receive reduced damage against rockets or similar kinds of ordnance.
They are electrified reactive armor plates. Essentially any incoming projectile is vaporized when it hits the armor plates. Technically :P
Ingame it just gets more armor.
Nice, i counted 6 hits difference for the armor difference, and 5 for just the direction, very cool.
To the best of my knowledge, the only way to make traded units to get stopped if a shell blows off a track is to have modular damage, something which requires a unit to be made up of many different models, then specifically coded for each part.
So it's possible, but just a lot of extra work.
Not even that. I probably could make it immobile when damaged, but that wouldn't be good imho.
Does the new Titan have a cannon animation?