Wednesday, June 2, 2010

Operator.

There are two basic chassis types: ones with rotatable turrets, and ones without. The large size of the sniper and artillery cannons restricts the unit to only firing where it's facing. More mobile units like the Scout and Striker (who I will detail in later posts) can fire in any direction regardless of their facing. This can make driving and shooting a fairly complicated matter.

To ease the interface difficulties, I added an auto-aim feature. By holding down the auto-aim button, a unit will automatically track its turret towards the nearest enemy in its vision range. If more than one enemy is in range, the player can cycle through targets with another button.

The Operator is a special unit type in Mechanized; it focuses on gathering and distributing intelligence to its teammates. Tentatively, it has a radar array and a special aim link system, with the option for a mine-sweeping system.

The radar array allows the Operator to detect incoming enemies on a wider scale than could be seen with its regular vision zone. This helps its team coordinate for pending attacks, and protects slower, more vulnerable units by giving them time to start moving.

The aim link system is the key to the Operator's power - it projects a radius around the unit that, when it intersects with an ally's vision range, links their auto-aim systems together. When allies are linked in, they can choose a target for auto-aim from enemies in the vision range of any ally in the link. This lets the Operator protect long-range fighters like the Artillery and Sniper by keeping them away from the front lines but still in the battle. The Operator can also provide supporting fire for allies in range, allowing it to assist the main offensive strike as well. It's an important unit that must rely on quick thinking and awareness, not armor and weaponry, to win the fight.

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