I wanted to take a brief moment to update the team on what's taking place on this project.
After nearly getting halfway through the unit list with weapon and weapon use definitions I began to see certain patterns emerging and predictors of problem issues with the weapon side of equipments. Throughout this process, which is VERY laborious btw, I kept hearing n47's statement about how most projects are scrapped due to poor prior planning echoing about in the back of my mind.
So I started thinking more on these complexities. In the process I realized I was setting myself up for some serious problems in the mechanism. Therefore, I've had to commit to a vast restructuring of the weapon, fighting style, animal combats and so on.
The way it's going to work is a little different now and I'll need to start over on the assignments on that portion... doesn't bother me much since it'll be a little more streamlined than it has been and all the work so far helped to open the eyes to the bigger issues.
To help y'all understand how this is going to work now, the Attack Forms category of CCs is going to be subservient to the weapons used WHEN they are actually IN use. As the appropriate weapons are in-use in battle, the appropriate damage styles will be utilized.
Weapon Methods (Attack Styles) will be a definition on the unit and largely represent the manner in which units approach battle... do they stand back and fire as long as they can (Distance Primary), charge in and close the gap(Melee Only), approach but fire off as they do so(Distance Secondary), or maintain distance combat even if they are in point blank melee range - immediately fleeing if their ammunition is exhausted (Distance Only)? Do they simply go in and destroy themselves like missiles do(Warhead)?
Weapon Style defines the arrangements of weaponry in each of what is now 4 'types' of combat, H2H (Hand to Hand Combat with the preferred H2H weapons), H2H Sidearm (or simply Sidearm, used in case the primary H2H weapon set is for some reason impossible to utilize), Distance (Distance Combat with the preferred Distance weapons), and Backup (The weapon set the unit shifts to if in distance combat and has run out of ammunition or has had their primary distance weapon destroyed for whatever reason.)
Combat will generally contain both Distance and H2H phases and dynamics will control when why and how combat goes from one to another phase - much of these dynamics will depend on the Weapon Methods of the units in the battle.
The weapons combat classes define now quite specifically the sorts of weapons the unit carries and uses in each of the 4 phases (including a 5th A2G(Air to Ground) for Air units and a 6th, Detonation, for units that destroy themselves as soon as they reach their objective.) The weapons classes directly control what the unit can and will equip itself with and may be changed out by skill promo options. As the weapon equipments are possessed by the unit, they will define the damage types(Attack Forms) and modifiers for their particular combat phases.
Units will maintain sets of modifiers for each of the Combat Phases independantly and simultaneously and when battle phases change, the unit statistics won't have to change but will switch to the compiled modifiers for that specific phase of battle.
For example:
I have a Rifleman. His Weapon Method is Distance Primary. So he'll stand and fire as long as he can and won't bother to approach unless he's attacking, and even then won't do so as quickly as he can. His Distance weapons is a rifle and the rifle is giving him a Distance Puncture modifier, Distance Accuracy modifier, Distance Combat modifier (strength modifier) and a Distance Damage modifier (Damage modifiers still pending coding). These will be in effect in the battle as long as he's in distance range and he's still got enough ammo for the rifle.
However, he's fighting a unit that is H2H Only and the unit approaches and engages with him. At this point, both units switch to using their H2H modifiers from their primary H2H weapon set. The Rifleman starts using his Rifle Butt promotion and gains the modifiers from that.
Shield promo modifiers become conditional to the unit's weapon methods so as to make them depend on whether they are 'in use' or not.
This method will probably mean even more promo definitions but not more promo buttons and will keep a number of places where there would otherwise be ambiguity from being unworkable.
Multiple weapon systems like dual weapon wielders and vehicles will have allow more than one weapon to fall into the same distance or h2h configuration but some tags like puncture will evaluate the highest among its multiple weapons and apply only the best while others like a damage modifier, will be additive so that additional allowed weapons are desirable for the unit.
Anyhow... this rethink took some time and put me back on the planning a bit but saved a lot of time in the future.
And yes, I'm horrified of the complexity it's going to mean trying to work it all out on the odds mechanism. But I think it can and should be done.