the initial idea is quite like this, still few detail remarks:
- balloon indeed must not increase amount of lost units.
main "problem" here is aesthetics= it's not only about giving a way to forbid re-spawn, but to have some visual explanation why Marauder re-spawns =so balloon needs to fly up from wrecks(ground level) instead of just spawn in mid-air, and best would be if it lands back(at wrecks position) after 10 sec. exploding should happen if it was shot down.
- balloon itself doesn't mean it must be "balloon" and only that - it resembles an ejection of a pilot, so for ex a balloon-parachute with hanging GLA worker or other infantry would be even better than simple balloon.
- recreated Marauder can be the same unit code-wise, no need to bother with touching Slth_GLATankMarauder. one of main reasons= initial Marauder when created from factory should have re-spawn ability on 30-sec cooldown, same for recreated one. that's for no constant or only one-time recreating process, but at the same time to give a chance for player to save this unit over numerous battles.
- here comes one more role of balloon-parachute - it must transfer veterancy from dead unit to re-spawned. if i'd know how, i'd transfer wrecks-upgrades instead of veterancy, but that involves crates, which is never small code-wise.
core or map .ini doesn't really matter for me. map.ini is easier for testing, while final unit will go to core.ini for sure.
Edited by user Friday, August 3, 2018 3:06:00 AM(UTC)
| Reason: Not specified