Author Topic: Tube-wall  (Read 7430 times)

Offline CK9

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Tube-wall
« on: July 24, 2006, 10:47:25 PM »
Okay, here's the idea:

a wall that has a tube running through it.  If the wall is destroyed, the tube would still act as any other tube would, and rebuilding the wall would require removing the tube first.

reason: to provided added security to structures that require a tube connection.

pros:
 - Line of Sight (LS) weapons cannot hit the structures, as there is a wall completely surrounding them
 - Provides more cover for structurs close to an exploding structure.

cons:
 - Rebuilding the wall could require you to have a disabled/idled structure for a while
 - Repair vehicles would need a hole in the surrounding wall to get in and out--which is only a problem if you don't keep one repair vehicle dedicated to the building inside.

Note: this would only be available with normal walls, as it would be kinda rediculous to do it with a specialized wall.  I mean, if you have a lavawall up, a hole in it is the last thing you need :P

*Awaits the imminant critisizm for this idea and any spelling/grammer errors which may be pointed out for no reason in particular*
« Last Edit: July 24, 2006, 10:47:49 PM by CK9 »
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Offline Tramis

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« Reply #1 on: July 25, 2006, 01:58:34 AM »
I think this is a cool idea, I hate how you have to have a gap in the wall to have the structure good to go.  It would also allow you to build GP's along the outside of your wall, and give each one a direct tube connection to the CC.

Offline omagaalpha

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« Reply #2 on: July 25, 2006, 12:23:40 PM »
Sound like good idea and special make hard enemy take out structure :P
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Offline TH300

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« Reply #3 on: July 25, 2006, 04:12:02 PM »
why make it impossible to build a wall over a tube (two seperate steps)?

removal of tubes can be quite annoying.

Offline Betaray

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« Reply #4 on: July 25, 2006, 04:18:04 PM »
just letting you know, you can build walls around gp's with no gap in between, of corse if you need a wall all the way around a gp, and are expecting attacks on it from all angles, I doubt that your defence is very strong anyways
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Offline Tramis

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« Reply #5 on: July 26, 2006, 02:47:48 AM »
Exactly you can, but then you can't connect it to a tube for the +50% damage.  This would enable that.

And this would prevent an enemy from simply going around the wall with a StarFlare and annihilating your carefully built defenses.

Offline omagaalpha

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« Reply #6 on: July 26, 2006, 06:16:05 AM »
well at lets build gates to controlled who goes in coloney or not :P
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Offline CK9

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« Reply #7 on: July 26, 2006, 09:45:12 AM »
Quote
why make it impossible to build a wall over a tube (two seperate steps)?

removal of tubes can be quite annoying.
Well, the way I see it, if you had to rebuild the wall around the tube, it would take longer, as it would be harder to work around the tube than to just rebuild the tube-wall
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Offline Tramis

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« Reply #8 on: July 26, 2006, 12:35:52 PM »
Quote
well at lets build gates to controlled who goes in coloney or not :P
Gate And tubes are both good ideas.  IMO we should implement both.

Offline CK9

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« Reply #9 on: July 26, 2006, 03:15:51 PM »
IDK, gates makes me think of the Age of games...then again, it would be rather interesting to watch the gates slowly opening to let your vehicles pass through...
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Offline omagaalpha

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« Reply #10 on: July 26, 2006, 03:48:06 PM »
amazing make me think of same thing too lol but basic type defense you would do.
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Offline Betaray

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« Reply #11 on: July 26, 2006, 04:15:52 PM »
I think we should have a better defence system for op3, in op2 basicly its walls and gp's which dont do much, having tubewalls and gates would be pretty fun imo
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I just hope they don't explode

Offline Sirbomber

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« Reply #12 on: July 26, 2006, 04:34:01 PM »
I don't know about tubewalls, but I like gates.
I could see people taking advantage of tubewalls and encasing all of their structures in walls 6-layers thick.
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Offline Freeza-CII

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« Reply #13 on: July 26, 2006, 06:29:42 PM »
Um you people realize the tubes are under ground the image of the tubes you see is only a representation of the tubes location its not this big ass hump the vecs drive over.  Wall and GPs are what every one has used in games and real life.  GATES now that is a great idea that way you can safely enclose your colony. but the gates how ever should only open to the player that built them not just any one like the door are the super market.  i would think that gates would require power as well.

Offline Sirbomber

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« Reply #14 on: July 26, 2006, 06:35:42 PM »
Yeah, we know the tubes are underground. I think we do.

Gates should be manually opened, but should have an "Auto-Open" button that makes it open for the owner and maybe their allies automatically. Like how GPs fire automatically but can be told to fire at something else.

Which reminds me: GPs need to act more like units. (In other words: Manual firing sucks! If you click stop so you can choose a different target, it goes back to shooting before you can give it a new order.)
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Offline omagaalpha

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« Reply #15 on: July 26, 2006, 06:39:02 PM »
Good point gate need power to open and close.
Player who build is one few could use but between player where allaince is set between players that open for them too.
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Offline Chandler

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« Reply #16 on: July 26, 2006, 09:23:00 PM »
Quote
Yeah, we know the tubes are underground. I think we do.

Gates should be manually opened, but should have an "Auto-Open" button that makes it open for the owner and maybe their allies automatically. Like how GPs fire automatically but can be told to fire at something else.

Which reminds me: GPs need to act more like units. (In other words: Manual firing sucks! If you click stop so you can choose a different target, it goes back to shooting before you can give it a new order.)
Perhaps a "Lock Gate" function ALA AoE2

And can't you just issue another attack command? I don't think you have to hit stop first.
Chandler

Offline Freeza-CII

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« Reply #17 on: July 26, 2006, 09:43:47 PM »
Gate over ride by scout?

the gates wouldnt have to be locked because they can be blownup and the fact they should only open by command of player or proxemity of players units.

Offline Tramis

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« Reply #18 on: July 29, 2006, 05:08:48 AM »
But it could be locked to prevent units from accidentally opening it - I know in Star Wars Galactic Battlegrounds, I hate it when my stupid stupid units go chasing the enemy and stand in the middle of the gate shooting so the enemy can walk through -_-

Offline Betaray

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« Reply #19 on: July 29, 2006, 08:06:33 PM »
I dont see why scouts would be much help, as a gate would almost always have gp's defending it. and if you have enough firepower to take out the gp's, you can take out the gate
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Offline Freeza-CII

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« Reply #20 on: July 29, 2006, 09:34:43 PM »
scouts have a greater range then gps
 

Offline CK9

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« Reply #21 on: July 30, 2006, 05:53:00 PM »
Quote
Yeah, we know the tubes are underground. I think we do.

 
They do? :oops:

I must have missed that somewhere...but then, why can't you build a wall over a tube?
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Offline Freeza-CII

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« Reply #22 on: August 01, 2006, 04:24:50 AM »
Tubes go between buildings why would you want to build walls all between your buildings in your colony making any kind of movement to repair and build retarded

Offline CK9

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« Reply #23 on: August 01, 2006, 12:15:11 PM »
personally, I'd like to wall off structures that will destroy others
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Offline Freeza-CII

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« Reply #24 on: August 01, 2006, 05:07:50 PM »
you can just build them 3 or 4 squares out instead and avoid them taking out any thing.   you only put the Adv lab next the the base in rush games