Author Topic: Colonist Transfer  (Read 4533 times)

Offline Rags

  • Newbie
  • *
  • Posts: 40
Colonist Transfer
« on: November 25, 2006, 09:46:21 AM »
Just a thought as the posting was locked on the ccv, how about if the colonists in one colony are unhappy and hte morale is low for an extended period of time then an alert goes out to everyone else that the colonists's morale is low and that they can be transfered out. It does not have to be all of them but only a no. corresponding to how long the morale stays down. I think that this is a balanced system as the ppl who are doing hte capturing have to also be prepared for a new influx of colonists eg more residneces, agridomes etc etc.

Offline Arklon

  • Administrator
  • Hero Member
  • *****
  • Posts: 1213
Colonist Transfer
« Reply #1 on: November 25, 2006, 09:48:43 AM »
Defection isn't exactly so easy to pull off...

Offline Rags

  • Newbie
  • *
  • Posts: 40
Colonist Transfer
« Reply #2 on: November 25, 2006, 10:07:48 AM »
It does not have to be easy, getting a transport into an opponets base and then getting it back out, but then its a risk/reward situation. Take the risk of getting through to the reward of having a whole bunch of workers and scientists

Offline Betaray

  • Administrator
  • Hero Member
  • *****
  • Posts: 2902
Colonist Transfer
« Reply #3 on: November 25, 2006, 10:37:06 AM »
if you can get an unarmed transport into your enemy's base, you can get a lynx, so why wouldn't you just level the base?
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2322
Colonist Transfer
« Reply #4 on: November 25, 2006, 12:57:38 PM »
Transfering colonist is bogus.   It could only really work if you connected a Tube to the colony.  But if you can do that you might as well Flare/nova them.

Offline omagaalpha

  • Sr. Member
  • ****
  • Posts: 372
Colonist Transfer
« Reply #5 on: November 25, 2006, 03:17:29 PM »
I like the idea alot for it give way so we are not killing colonist ingame. Whichy are valuable to survival humanatity.

Well I would think colonisnt would have spacesuit be able make the distance between the building and evacute unit.  If power outage it would make coloney more vulnerable to be able get colonist out there.
Also not mention that they take colonist from coloney that could disable building that make it hard for them todo stuff for them which loong run effect defend part coloney.  Plus give coloney more people to use.
Sorry if my grammar and spelling is bad, but I have disablity with it.
Yes, English is the first and only language that I know.

Offline dm-horus

  • Hero Member
  • *****
  • Posts: 1047
    • Division 32 Community
Colonist Transfer
« Reply #6 on: November 25, 2006, 03:29:32 PM »
I could see transferring scientists to another colony using evac transports.... MAYBE colonists if it was done right. But only to allies.
Always outnumbered. Never outgunned.

Offline lordly_dragon

  • Sr. Member
  • ****
  • Posts: 391
Colonist Transfer
« Reply #7 on: November 28, 2006, 12:41:34 PM »
Or as a part of a specific objective in mission.

Running, scrambling, flying
Rolling, turning, diving, going in again
Run, live to fly, fly to live, do or die
Run, live to fly, fly to live. Aces high.

Offline White Claw

  • Hero Member
  • *****
  • Posts: 771
Colonist Transfer
« Reply #8 on: November 28, 2006, 05:36:53 PM »
I could see this working in a campaign type of level (similar to what was already done in OP2). But it seems impractical for multiplayer.

Two options I can think of off hand for multiplayer are:
1) "Capture the flag" style - You have to get the colonists back to your base, but you (either side) can't destroy the evac. As the offender, your goal is to capture the colonists back.
2) After you've beaten your opponent's military might, you can move the evac transports in to pick up all the people. (Seems like a long winded way to end.)

Offline Rags

  • Newbie
  • *
  • Posts: 40
Colonist Transfer
« Reply #9 on: November 30, 2006, 04:39:08 AM »
We could just keep the option there for those who want to use it

Offline Tramis

  • Full Member
  • ***
  • Posts: 178
Colonist Transfer
« Reply #10 on: January 11, 2007, 01:56:12 PM »
Suppose there was this:

If the morale stays low for a very extended period, instead of the enemy sending stuff into your base, the p'o'd colonists take matters into their own hands, and an evac transport appears next to your vehicle factory (or command center if you have no vehicle factory, and if you don't, shame on you).  This evac transport is AI controlled, nobody's units will automatically target it, except for your EMPs and Stickyfoams, and it makes a run for the nearest colony with at least fair morale.  It avoids their home colony's GPs, Panthers and Tigers, but they know they can't outrun a lynx so if a lynx goes near it, or if they get sticky'd or EMP'd by your units (Panthers Tigers and GPs included), they stop, surrender and turn control of the vehicle back to you.  Then you can send it back to your base with an escort - but if you leave it unescorted, they make another run for it.  When it reaches somebody's Command Center, the colonists go to that colony.  You can just blow it up, but this would cause even more people to get upset, and your morale goes down even further, and people will start leaving in groups of two or three evac transports.
« Last Edit: January 11, 2007, 01:59:06 PM by Tramis »

Offline Rags

  • Newbie
  • *
  • Posts: 40
Colonist Transfer
« Reply #11 on: January 13, 2007, 09:02:50 AM »
Thats an awesome idea!! I can see nothing wrong with it now. Thanks tramis

Offline White Claw

  • Hero Member
  • *****
  • Posts: 771
Colonist Transfer
« Reply #12 on: January 14, 2007, 08:11:51 PM »
Would these escaping colonists still be available to you for work? Because if a truck load of workers/scientists left your colony would be pretty much ruined. If they left due to morale, it would make it pretty hard to improve morale if you didn't even have enough people to keep the lights on.

Though the whole setup is rather interesting. I still think it would be well suited for a campaign scenario, but I don't know about multiplayer.

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2322
Colonist Transfer
« Reply #13 on: January 15, 2007, 01:11:00 PM »
No that is a horrible idea.  Why because the colonist would die before they left my colony.  f*** handing them over I am sure other people would do the same thing.  Its also bad because the colonist are suppose to be there till the end not get up and leave.  Adding all this Defection and LETS LEAVE crap just isn't needed trying to add that next level of realism will just kill the game.

And dont any one say play balancing because that is a chicken s*** move.

Colonist transfer should only happen in a allied situation either using the evac trans or tubes connecting the 2 or 3 colonies.
« Last Edit: January 15, 2007, 01:12:21 PM by Freeza-CII »

Offline Chandler

  • Full Member
  • ***
  • Posts: 138
Colonist Transfer
« Reply #14 on: January 15, 2007, 07:11:24 PM »
You could at least TRY to be nice about it Freeza :P

I agree with White Claw - campaign, it would be a great idea, but multiplayer it wouldn't be good, unless you use Freeza's idea for sending people via Evacs or tubes to an ally.

It's also quite true - remember the groups that formed in the storyline that were within the colony's but were against them (the Masters ?, the Mining - aka prison - Colony)
Chandler

Offline Norsehound

  • Jr. Member
  • **
  • Posts: 81
Colonist Transfer
« Reply #15 on: October 12, 2007, 09:47:17 AM »
Since I can't seem to add new threads, I'll contribute a thought to this one.

It is possible in OP2 to relocate your colony by driving out to the boonies and building a base with no agridome, no barracks, or anything and have it function as long as the structures were connected to a command post. There are instances where I had to do this to survive the colony game, and wondered to myself "how are the colonists getting from site A to site B?"

I thought it would have been an interesting dynamic if you had to load and then deliver the colonists/scientists to a new site in order to be able to use the resources there. Sure, it'll probably take hours of coding and testing, but it would add another smidge of realism to the game that's not reflected anywhere else in any other RTS.

It would also make evacuation transports buildable in the MP/Colony game missions *shrugs*

Just a thought
Food supply in Surplus. Power levels Optimal. Morale is Good.

Offline Marukasu

  • Full Member
  • ***
  • Posts: 110
Colonist Transfer
« Reply #16 on: November 16, 2007, 09:40:53 PM »
Problems I have with this idea.

#1 You indirectly suggesting a raid command should be added to simulate colonist resistance!

#2 Captured colonists would most likely try to kill there captors or if there are enough of them even start a rebellion.

#3 Its agreed that if you have that much power over your enemy why steal there people.

Quote
Since I can't seem to add new threads, I'll contribute a thought to this one.

It is possible in OP2 to relocate your colony by driving out to the boonies and building a base with no agridome, no barracks, or anything and have it function as long as the structures were connected to a command post. There are instances where I had to do this to survive the colony game, and wondered to myself "how are the colonists getting from site A to site B?"

I thought it would have been an interesting dynamic if you had to load and then deliver the colonists/scientists to a new site in order to be able to use the resources there. Sure, it'll probably take hours of coding and testing, but it would add another smidge of realism to the game that's not reflected anywhere else in any other RTS.

It would also make evacuation transports buildable in the MP/Colony game missions *shrugs*

Just a thought

That always bugged me, i would like the idea that you would need to bring a cargo truck of two to the new base in addition to the evac trans.

 :D Nice  
« Last Edit: November 17, 2007, 01:44:05 AM by Marukasu »

Offline Derekristow

  • Newbie
  • *
  • Posts: 15
Colonist Transfer
« Reply #17 on: June 25, 2008, 11:45:54 AM »
This idea is pretty good, but it has a few flaws.  First of all, it shouldn't be possible for all of your colonists to defect away.  There are always the diehards who stick around.  Second, you should have to have a certain number of colonists before people will be able to defect.  That way you won't be crippled at the start of the game.  I like Tramis' idea about the defecting transport, but I think that your colony should get a small morale bonus if the transport is returned because people would know your are actively trying to hold the colony together.  This would help prevent a downward morale spiral.

Offline Skydock Command

  • Sr. Member
  • ****
  • Posts: 390
Colonist Transfer
« Reply #18 on: July 12, 2008, 06:11:12 AM »
Nice suggestion Derekristow. How will you get the transport back? I could see spiders used if it Plymouth, but what about Eden?
Savant Computer: Communications link established.
Skydock: This is Skydock Command. We have received your message.

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2322
Colonist Transfer
« Reply #19 on: July 12, 2008, 06:52:06 AM »
This idea is nice and all but it seems a bit rediculous for a RTS game.  Basic transfer of workers scientists and children between two colonies.  Either by method of Tube connection between two or more colonies or by Evac trans.  Having all this DEFECTION and Human reaction stuff is nice and fun and exciting.  Its a good idea for a Mission where you have to take back a evac trans of say eden/ply prisoners/scientists.  But its doesnt help for a normal blow em up game.  And IF i remember Corretly a game called Age of empires has those studid ass preists that steal units while saying AHNU NO. and then generally screw every one.  This is what would happen if say you were able to steal colonists.

I think the whole idea to this colonist transfer is to just beable to save a allies ass if they get there base blown up you give them what they need and they build again.

Offline Culipotr

  • Newbie
  • *
  • Posts: 3
Colonist Transfer
« Reply #20 on: April 15, 2009, 11:08:30 AM »
I Kinda Like this idea, And Hi Im new to the Forums :)

Im going to try to break this down on how i see this could be used easily without a constant worry about if the colonist are going to start leaving Cause just now morale dropped 3 points.
How about this be based by the Amount of Colonist in terms or Workers and Scientists that are not being used?
I say this for the fact that they are not doing anything. And to help Solve this Problem to Keep this from happening at all or very rarely there could be a Structure that can be built to keep these colonist still avaible but busy.
A Collection Complex of Multiple Buildings that when each is built helps decrease the Chance of Having Colonists from leaving And Maybe can Start in on the Fact of Building Additions more then anything to Buildings rather then a whole new Building as well.

1st____________________________________________________________________________
One of the First Buildings of Maybe 2-4 Could be a Building that if designed to give the Options of Letting Colonists Leave.

If at first Colonists Maybe have an options to leave and know before they want to, this could possibly increase the chance for them not too, if the current Morale when the Structure was Good and/or at a Certain LvL.

The Other Structures or Additions Could be used to get past the point of having the option to Leave and be more Geared Towards Why they should stay or help curve any reasons to leave.

2nd_________________________________________________________________________________________
I say the Base reason for any one colonist to leave without great detail would be leadership. Someone wants to take lead, A simple one.

This Could Be used to as way to make an Small Automated Outpost-

Another Structure or Addition to the original control Structure to prevent Colonists from leaving Could be a Command Training Faculity . This Facilty could Train some Colonists for Command Roles and have it when there are enough colonists wanting to leave just cause they want to go to another Colony rather then defect they could then leave the colony and make another Colony via Evac Transport that would be provided by the original Building to help curve the issue.

3rd_________________________________________________________________________________________
A 3rd or Addition Could be used to try to satify colonists that cant find their needs meet with the current Colony layout, or Research Topics.
They would in return in this Building/Facilty be able to Propose What it is they want.
Here a new layer of research and/or development could be implemented into the current colony via additional research into the topic with current labs or resource and/or colonist investment or development.

4th_________________________________________________________________________________________
A Possible 4th Building could be geared towards a More Crowd Control and Enforcment Building. Saying that maybe you have 1000 colonists not doing anything and 200-300 of them decide that when the other 700-800 decided to take the other avenues it wasnt good enough for them, this Structure Could be used.

But Honestly, I hate that idea. But your gameplay may fit it.

4/5th_________________________________________________________________________________________
Or as a Possible 4th or Fifth Building Could be a Huge Bio-Dome(This could also maybe help in a Terraforming project or add) to help rediscover the world of Earth and Who they are as person to try too See whats wrong with either them or the colony. This Building could add to the 3rd in ideas of Research or Development but on a different scale. More Psycology and Mental research, Physical, More then what is being currently studied at any Labs.

I think i covered about 4-5 different reasons why such things could happen with may given situtation of having colonist leave cause there are too many avaible without a place for them to go, while also keeping it realistic within the games' current simulation.

Other ideas could also fit into this without "alot of avaible" colonists avaible as seen fit if possible.

This Automated Colony could be just a basic setup of a Command Center , Ore Smelter, Mine, Power, Residence, and whatever else may be found a basic need to startup. This Automated Colony Could aslo be used to construct New Buildings that had been developed via the 3rd or 4th Building(Bio-Dome).

The Benefits of this "Automated" Colony could be the resources mined and/or the Benefits of the New Building(s)

Also, 3-4/5th Building Option Allows Also a way to update research and development ideas also, if the current lab doesnt have an "easier"
 update/patch option

Option-
Could Add to the "Automated" Colony as pleased/needed?

 

Offline Sirbomber

  • Hero Member
  • *****
  • Posts: 3175
Colonist Transfer
« Reply #21 on: April 15, 2009, 04:20:44 PM »
This topic is ancient, and Genesis is dead.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

Outpost 2 Coding 101 Tutorials