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> Fixed M.A.D. Tanks destroying trees
Posted: Sun Nov 15, 2015 10:52 am
by noobmapmaker
So there is another playtest! See here:
http://www.openra.net/news/playtest-20151114/
From there I've noticed a fix that game me an idea for a new unit or special ability.
> Fixed M.A.D. Tanks destroying trees
It would actually be a awesome feature for a tank. It would help to clear up an area for a new base, or chop a route through dense forest to suprise attack

Posted: Sun Nov 15, 2015 2:44 pm
by Murto the Ray
It might make mad tanks viable if they could cut through terrain

Posted: Thu Nov 26, 2015 5:27 pm
by dzine
In the original game you could destroy trees. (some of them anyway)
It took ages, but adds a little extra to gameplay and map design potential
Posted: Thu Nov 26, 2015 8:20 pm
by abcdefg30
dzine wrote: ↑In the original game you could destroy trees. (some of them anyway)
It took ages, but adds a little extra to gameplay and map design potential
The pull request adding this (see
OpenRA/OpenRA#9102) was rejected.
However I created
this wiki page, so everyone can add that to his/her/its map(s).
Posted: Sat Nov 28, 2015 12:47 pm
by noobmapmaker
Thanks! I think very few maps will be 'useless' if there comes a feature that allows trees to be destroyed. A couple maps that are GOD-like come to mind where trees are used as an impassable terrain. They could be replaced.
In most maps it wouldn't change a whole lot and in fact it may add to the map as terrainchange gives a new aspect of strategy.
Guess it also depends on how they can be destroyed:
- by force firing from any unit?
- only a special unit can destroy trees?
- the rate of destruction: easily destroy a group of trees or does it take a while to cut one down?