I’m looking in more detail about some of the gameplay changes in 1.2. namely the addition of the RWR and the RZR’s mini turret gun.
RWR
For the RWR I feel that it is a little too readily available for free. What I wanted was of course to be able to manufacture a module and then attach it to an aircraft. Well, I can’t do the factory/logistics part but I can perhaps somehow occupy one of the attachment slots.
One idea I had was to activate the RWR only if one of the aircraft attachments was empty on launch. It would be possible to do this in the loadout screen with some minor trickery.
Another idea would be to attach the RWR feature to some other module like the flare launcher.
Razorbill Turret Gun
This new little gun is fun, it’s wildly inaccurate at range but deadly when under manual operation with a good pilot.
But again, fitting it is basically “free”. Which I feel is a little too unbalanced. I’d like to make it more than a “might as well add the gun it is free” choice, and again as with the RWR I can’t construct the gun so have to fake the “cost” somehow.
Shared Game State
In CC2 it is a REALLY hard problem to create some shared data that can be seen by all screens/HUDs and all players.
We currently have two ways of reading and writing limited amounts of shared data.
- waypoints
- All scripts except the HUD can see waypoints
- The holomap cursor is shared using a special waypoint added to the team drydock object
- attachments
- Revolution makes use of the lifeboat attachments to be able to store 4 bits of shared data that can be read by all scripts including the HUD
- Right now this is used when a team wants to select an alternate carrier name.
If I could find a way of saving more data, I could use this to represent a virtual RWR or Turret and carry this state around.
Need to thing…

