- how difficult would it be to implement those features in SupCom-FA, as standard game mechanics?
Imagine the added tactics, the difference in maps played-and map design...
Any unit start aiming even if the target isn't in
range. So all you need to do is comparing units height difference. Then you can buff range. Because of the CPU cost, i keep this feature only on heroes units.
About
accuracy, the mod engine calculates the distance between the target and the instigator. The further the less accurate. It is linked to the defense rating and Attack rating. By increasing attack rating, you are increasing your accuracy. And the defender can increase its defensive rating. When the engine calculates a miss, the projectile simply go thru the target. The CPU cost here is reasonable. But you can keep this mechanic only on heroes units.
So high defensive units can dodge up to 85% of the projectiles. Added to the 75% damage absorption armor, you can have a very tanky hero. A 25k ACU with 85% dodge and 75% armor can equal with a 300k health ACU.
Then, for a more realistic effect, when several instigators are firing the same unit, parts of their attack rating sum themselves. So you always have a counter strategy.
Of course, these mechanics can lead to very tactical heroes fight. On my ACU project, i will only keep these mechanics on ACU. SO it will much more apm friendly.