Each unit or abilities should have its own purpose with possibilities for creative uses.
Demo charge purpose must not overlap too much over the mine's one.
As i see it:
Demo charges use : (including boobytraping)
Destroy structures :
-Only one per structure.
-Can only be placed on building, bridge, cover, wreck, defensive position like bunker.
-Must have at least a 4 sec arming period but detonate instantly (manual trigger).
-No need to have friendly in sight to trigger.
-Invisible to all but sweeper unit with the same detection range then mines.
-3 sec removing time/ no removing under fire. process must be started again.
-Can't be place on ground/tree or territory flag.
-Can't be placed if the placing unit under fire, building process is stopped immediately and must be started anew.
Mines:
-Must have at least a 3 sec arming period but will detonate instantly.
-Can't be laid if the placing unit under fire, laying process is stopped immediately and must be started anew.
-Invisible to all but sweeper unit with a short detection range (vanilla coh2).
-3 sec sweeping time/ no sweeping under fire. process must be started again.
-Mines must be swept or they will detonated : A moving blob + a sweeping unit will trigger a mine, meaning
a sweeping unit must go alone in minefield to sweep it.
Can't lay a mine in the blast radius of another mine.No overlap.
Mine blast should only disable/hurt/stun units but never wipe them unless they are already at 50% or lower of their hit points.
Give mines and demos to all factions. With guns, they are the bread and butter of warfare.
Important : Mines or any explosion don't trigger demos but minefield can be partially/totally destroyed by any explosion.
Comments ?
(Plz, help playtest the next patch it's important for the game's futur. (it's also great fun !!!)
Thanks modder team !)
Demo charge are not mines
18 Nov 2017, 15:58 PM
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