Macroz-
I responded back to your reply on the Matrix Games forums, but you and I seem to share the same vision for how a remake should be done. It would probably be best to discuss that vision here.
Of course I don't mind discussing things on the Matrix Forum if it influences the right people there. Such as the Noble Armada devlopers and the folks at Holistic Design.
Now getting back to the vision.
With respect to units, for simplicity's sake I would keep the equipment homogeneous for a Unit.
However, for units it would not be like traditional EFS were you build infantry, Assualt Legions etc. To keep things simple I am just going to stick to leg ground units
class UnitClass
{
int unitClassID[];
int men;
int raceID;
int weaponID[];
int armorID[];
int movementTypeID;
float movementRate;
float spot;
float camouflage;
float agility;
float psychicStrength;
float maintenance;
float size;
float cargoCapacity;
int loyalty;
};
int unitClassID[5]
unitClassID[0] = 1 // noble
unitClassID[1] = 2 // specialist i.e. officer, spy, knight
unitClassID[2] = 3 // militia or peasants
unitClassID[3] = 4 // regular army
unitClassID[4] = 5 // special forces
int weaponID[5]
weaponID[0] = 1 // club
weaponID[1] = 2 // primative ballistic weapon (slug thrower in FS terminology)
weaponID[2] = 3 // advanced automatic ballistic
weaponID[3] = 4 // blaster rifle
weaponID[4] = 5 // fusion rifle
int armorID[5]
armorID[0] = 1 // none
armorID[1] = 2 // bullet proof vest
armorID[2] = 3 // composite armor
armorID[3] = 4 // ceramsteel armor
armorID[4] = 5 // powered ceramsteel armor
Only since it has been a while it is now tricky for me to do this properly. And I'll be honest I have mostly been doing work in SQL and VB, and the VB is primarily GUI devlopment for database applications in MS Access so the C skills are very rusty. But if I am ever to help out with this project constructively I'll have to work on my skills. So the hard part (for me at least) will be linking the actual names based upon the armorID, weaponID, and unitClassID.
example regular infantry of EFS
unitClassID[3]
armorID[2]
weaponID[2]
Okay my lousy code aside what I was hoping to demonstrate is that you would never buy "units" you would recruit men at varying levels of proficiency. The units name would be determined by the equipment being used.
Also, I think there should be restrictions on the type of equipment that could be used based upon the mens proficiency level. Yet one more knot to unravel.