OpenRg : Roadmap

Currently, all pending issues were moved to the GitHub ticket system @ http://github.com/geckosoft/OpenRA/issues

Old Roadmap

  • Scaleable buildings
  • Shared-control (Allies can 'enter' your tank, drive it around, etc …)
    • Add basis for shared-control
    • RgUnitOrderGenerator
      • Allow 'driving' other people their tank around (if you're the first passenger) Requires testing
  • Driveable vehicles (only when it has a unit inside)
    • Steerable checks > 0 passengers, otherwise cancels move/attackmove/attack order
    • Allow the enemy to steal vehicles
  • Custom victory conditions (all nod || gdi buildings must have been destroyed)
    • RgCreateMPPlayers (needs testing)
  • Players (re)spawn by means of an airplane dropping the player off
    • RgRespawn (wip)
      • (Re)spawns once around every 10 second (250 ticks) (default unit : e1 gdi_soldier/nod_soldier soldier)
  • Infantry type selection ('use' the barracks to get the popup) Alternative method
    • Use the regular 'build' menu to select what infantry you wish to be come
      • Distance-check (so you need to stay close to the 'factory' before you can 'buy' units
      • Add distance-checking in RgAssignUnit (@ UnitProduced) - wip
  • Make tanks (without a driver) not attack anyone! test me - all auto targets have been taken away
  • Create a set of units / vehicles that will be included at start (so I can focus on balancing them (weapons, speed, range, …))
  • Automaticly spawn a new harvester (for free!) when the old one is destroyed. Automaticly resumes harvesting.
  • When a player leaves the game, while driving a vehicle, 'remove' the passenger (or destroy the vehicle?)
    • Maybe best to just destroy it - wouldn't want end up giving the enemy a tank of yours by accident!
  • Allow players to capture enemy tanks (Currently not possible) Requires testing!
  • Prevent team damage (buildings / units) but allow self dmg? Team damage now disallowed, self damage still allowed
  • RgReplaceActorOnDeathWhen structures are destroyed they should be replaced (for the 'main' buildings atleast) with a indestructable replacement
    • Currently shows the 'place' animation and then the 'unharmed' look (it is visible thought that the structure is destroyed) => make it use the 'damaged' state !
  • Enable crates and fill them with relevant goodies (give money / temp invisible / call in air strike / heal / …)
    • Full Heal
    • Temp damage increase?
    • Air strike
    • Beacons
    • Infantry only Turn into a kamikaze!
  • Per-player resources
    • 300 per harvester deposit for all allies
    • 2 per second while the ore ref is alive
    • Basic scoring (1 dmg == $1)
      • Also for healing
    • CAP TO REAL HEALING / DMG DONE NEEDS TESTING
  • Fix the following issues
    • Allow engineers to heal vehicles (currently they always want to get 'in' - add force attack?
      • Engineers still cant use guns (meh…) BUT they can enter vehicles now! If they wish to heal a vehicle, they need to ctrl-right click it (instead of the regular right click)
    • Allow passengers to exit vehicles (and only their unit should exit! Not all!)
    • Remove the rotating of the vehicles before entering (annoying ;p)
    • Cap credit gaining (ie if you did 1000 dmg on a 100hp building, you still get 1000 credits atm) REQUIRES TESTING
    • Still no respawning harvester! work-around: made harvesters indestructable (for now!)
    • As shown in http://www.youtube.com/watch?v=icFnBTtP168 (around 140) nudalz loses 'focus' of his tank (should always force focus) low prio ?

Obsolete

  • Shared resources (you share 1 global income with your allies)
    • Use the 'parent' player (GDI/NOD) their 'money' to show to the player Need to replace this with something cleaner!
    • When a player kills someone, make sure that their 'parent' player gets the money