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jazz up the old HQ :)
Having such stuff has some "buts" which makes scripting this very complex in change of not a real important thing for gameplay. Mainly is the persistent saves and the move HQ option.
As a whole island game has to be extremely careful on what you leave on the map, performance wise, this kind of things may give more trouble than the benefits (just esthetic).
Thanks so much for all your hard work
These upgrades could run along side the current system and would cost a lot of money and would be per class.
Right now defending a CSAT Air attack in the endgame is near impossible; at least some we had on our server where we were attacked by 3 gunship helicopters ,1 Drone, 2 Jets and some transport Helicopters.
- Raised a bit aiming skill in FIA marksman to make them a bit more effective.
- Now Marksman and AT FIA soldiers have a chance of having better weapons (sniper rifles and Titan launchers) depending on quantity of those in HQ ammobox, same way than NVGoogles were working. Another reason to collect them.
- Rifleman can have a titan AA in the same situation, with just one round.
- Adding skill to AI now reports the current level (up to 20)
- Cost for recruiting units now depends on skill level (up to 3x) Only applies to infantry units (no MG Offroad, mortars etc..).
- Corrected small bug on naming places regarding factories and resources.
- Optimised and reduced in number a bit (around 80 to around 50) the roadblock creation on game init. This will reduce drastically server init on MP.
It is already implemented for NV Googles, AT and snipers, what I want is to make the opposite for standard weapons (if you lack of them, AI will have a cheap SMG)