Shrapnel would also be good to do that... Example: (Ship)----------ShrapnelLoops----------:0 (none) 1^ (loops enabled)
(Ship)----------ShrapnelLoopRadius-----:0 (average of 32) 1^ (custom) Hmmm... We would need to add a new section for turrets.. Example: AutoTurret------AttentionRadius--------:0 (average of 6 tile radius) 1^
(custom)
AutoTurret------TurretAliveTime--------:0 (average of 30 seconds) 1^ (custom)
AutoTurret------MaxTeamTurrets---------:0 (none) 1-100 (min,max)
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(Ship)----------MaxAutoTurret----------:0 (none) 1-100 (min,max) I love that idea! Example: Brick-----------BrickLegnth------------:0 (=3) 1^ (custom, also allowing just one brick)
Brick-----------BrickThrust------------:0 (none) 1^ (adds positive thrust if negative, same vice versa)
Brick-----------BrickDamageMode--------:0 (only 'BrickDamageLevel' is accounted for) 1 ('BrickDamageLevel' and 'WallDamageLevel' are added together.
Brick-----------BrickDamageLevel-------:0 (= 0 + 'WallDamageLevel' setting, if 'BrickDamageMode' is set to 1)
We could also make a brick burst to push people away.. but then thats a repel so... Already thought of, but it's still a great idea. Example: Wall-----------SpeedImpactMin----------:0 (all speeds in contact hurt the ship) 1^ (limits the amount of speed of ship minimum higher. EG: SpeedImpactMin=300 All ships hitting a wall with 300 speed and up get recieved damage.
Wall-----------WallDamageLevel---------:0 (= no damage to ship on contact)
Wall-----------WallEnergy--------------:0 (if set to 0, no damage to the walls is possible.) 1^ (gives walls energy, and when drained they dissapear, and reapear in optional time.
Wall-----------WallRegenerationTime----:0 (default is set to 10 seconds) 1^ (amount of time for a wall to regenerate after degeneration. Here's an idea i came up with to add to the graphic feel of this idea... Wall-----------WallSet(1-4)------------:1-179 (tile number start)
Wall-----------WallSetlegnth-----------:2-4 (amount of tiles on the line from 'WallSet tile' after it used in a tile animation. We could make a seperate tileset just for this module. DCME could do stuff with it too. Good idea. Should have it get stuck if it hits a wall or reverses. I think afterburner could have a extra setting to go for that. Example: Bomb----------EMPReversable-----------:0 (no) 1 (yes) Bomb----------EMPShockDistance--------:0 (defaults to 4 tiles) 1^ (custom)
Bomb----------EMPShockDamageLevel-----:0 (none) 1^ (custom)
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(Ship)--------EMPShock----------------:0 (no) 1 (yes)
We Could just call it a torpedo bullet or something really creative. We could just give that special bullet a energy and have each ship decrease it by 200.