Custom Unit Types |

I'm looking at VehicleUnitTypes.txt and thinking of possibilities... would the following two be viable?
Mobile Suits - combines the role of Fighters, Troops and Weapon Platforms all into one:
While it's on the surface, it can shoot space targets (I presume with infinite ammo like weapon platforms). Then when ground combat occurs, they can fight normally there too - moving around and shooting at other Troops/Mobile Suits. If it's dropped onto an enemy colony, then it can capture (uh, would it also be able to shoot into space during the same fight it was dropped onto the enemy colony?) that planet in ground combat (unlike fighters - which I suspect can't because they fly). Of course, during space combat, the player can decide to launch them into space instead of waiting on the surface - changing their vulnerabilities (point-defence harms them now instead of regular weapons). Finally they can launch into space and travel around within the system, unable to warp.
Modular Boost Items - while they're in your cargo, they give the ship a boost:
Unlaunchable and does not partake in ground combat. A non-combat "unit" that's interchanged between ships to give various boosts (such as stacking +1% Hit/Dodge, or stacking -1% supply/ordnance usage - maybe planets receive this benefit too?). Of course, they'd be large so you can't pack a lot of them around without sacrificing usefulness (and they'd be inferior to dedicated components like Combat Sensors). But the appeal is that you can 'unequip' these boosts and load up something different if your next fight needs a change in strategy.
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Are the above two Unit ideas possible?

Re: Custom Unit Types
Second one will be possible once the ability add unit abilities to host while in cargo (or something like that) is turned on.
Re: Custom Unit Types
I was wondering the same thing: Is it possible to create, for example, a larger type of "fighter" (200-300kt) that a fighter bay would not be able to launch but a bay for that larger fighter would?

Re: Custom Unit Types
I did in the BSG Mod, I have a shuttle (raptor) and stealth craft (cylon and Terran) that won't launch in the launch tubes, only off the flight deck component. Just use that specific unit type in the launch ability field of the flight deck component and exclude it from the launch tube component.

Re: Custom Unit Types
Wait, WP's actually DO have unlimited ammo in space combat; they don't drain the planet's stores or have individual stores and replenish from the planet's stores after combat? All this time I've been putting supply storage on platforms because 500 supplies from the computer core seems woefully inadequate! 
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The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: Custom Unit Types
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The power of the ancients is now yours to command. You are truly the Master... of the obvious :P
I like this thought... hope that the ability needed to do this is turned on soon. Would really really love to have this, much better then my idea of making them as componants LOL Add in facilities that make it possible to make them (read acadamies) and with that you can make captains/crew with various degrees that cost increasing amounts of organic as they get better and better. Really awsome idea!

Re: Custom Unit Types
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The power of the ancients is now yours to command. You are truly the Master... of the obvious :P
I like this thought... hope that the ability needed to do this is turned on soon. Would really really love to have this, much better then my idea of making them as componants LOL Add in facilities that make it possible to make them (read acadamies) and with that you can make captains/crew with various degrees that cost increasing amounts of organic as they get better and better. Really awsome idea!
Give MM and Aaron an email about what your looking for and why. I did, and I was pleasantly surprised that he and his crew actually implemented the function I wanted 




Re: Custom Unit Types
Those seem possible - I especially like the "modular boost" items; the idea's come up before as a way of implementing "heroes" (admirals, generals, governors, etc.) - sure, you can *build* heroes, but then if they cost a lot of maintenance or something...
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The power of the ancients is now yours to command. You are truly the Master... of the obvious