Author Topic: Units And Buildings That Actually Do Things...  (Read 1683 times)

Offline The_Hypno_Toad

  • Newbie
  • *
  • Posts: 7
Units And Buildings That Actually Do Things...
« on: July 31, 2006, 12:57:23 AM »
The basic premise would be: Buildings that change as the colony develops, or can have add-ons like starcraft. Take the residences instead of having to build 2 different types which wastes money and building space:

like there really doesnt need be two residence types when one could simply "advance" or "upgrade" into the other.

Now imagine this:

Weapon Combination: say ... SuperNova + EMP = Take out six building then disable the rest! Or Thor's Hammer + EMP = well cause one would assume that if it didnt kill you it would shut you down.

Or units that comendeer others without outside aid like the spiders. There would certainly be a unit cap for these to avoid comeplete and total humiliation, but imagine:
Lynx + EMP + Sticky Foam + Spider Reprograming Ability = Lynx Brain Washer...or something.

Now lets add something that looks like a "Flying Saucer", that well... flies, we give it the speed of a scout, add twin lasers or microwaves on it that shoot independent of eachother. Then add a carpet bomb thunder storm: when the bombs are dropped, the initial splash damage is relativly week, but after about 6 seconds an electrical storm appears and goes insane over the enemy base.

OR imagine planet to planet warfare! I'm certain after Eden left, they would have liked to see what happend to Pymouth. So they do and of course Plymouth, like an ex-wife, goes nuts at the sight of them and attempts to shoot them out of the sky. In retaliation a full scale interstelar ware insues! Super Artillery - Light-speed transports  - Teleportation Bombs - after a crap load of research - "DEATH STARS!!!!"

A little off the wall I'll admit, but I think it would work.  :)  :op2:
And when the hell is OP3 supposed to come out anyway?
« Last Edit: July 31, 2006, 01:00:22 AM by The_Hypno_Toad »

Offline CK9

  • Administrator
  • Hero Member
  • *****
  • Posts: 6226
    • http://www.outpost2.net/~ck9
Units And Buildings That Actually Do Things...
« Reply #1 on: July 31, 2006, 09:15:21 AM »
oh boy...where to start...

The residence thing isn't that big of a deal.  The advanced and reinforced residences have higher power requirements.  Sometimes the normal residence is just more practicle (in terms of power use and materials used up)

combination turrets = bad idea
why?  It would take out the need to use your units in a smarter manner.  Because the turrets are seperate, you need to come up with strategies on how to use unit combinations for the most effective attack.  While OP3 is not using the OP2 engine, it would be dissappointing to see them combining turret.

I don't know how anyone else feels about this, but flying saucers just doesn't feel right for an outpost game...seems too SimCity-ish

Also, if whichever group that left were to go back to the planet, they would not be able to land anything there (the blight would still be there), so chances of interstellar war = 0%
CK9 in outpost
Iamck in runescape (yes, I still play...sometimes...)
srentiln in minecraft (I like legos, and I like computer games...it was only a matter of time...) and youtube...
xdarkinsidex on deviantart

yup, I have too many screen names

Offline Stormy

  • Hero Member
  • *****
  • Posts: 678
    • http://www.op3game.net
Units And Buildings That Actually Do Things...
« Reply #2 on: July 31, 2006, 11:11:06 PM »
Besides, wouldn't you rather get more space for colonists?

I don't like the other idea that much.. we don't want to get this like starcraft. I've found that a good motto is: strive to be different.
`·.¸¸.·´¯`·.¸¸.·´¯`·.¸¸.·´¯`·.¸¸.·´¯`·.¸¸.·´¯`·.¸¸.·´¯`·.¸¸.·
3D artist in Blender, MS3D, and Terragen.
Trying to get good with Scene composition and lighting.