I play Outpost 2 enough that I think something’s should be added or changed. I’m sorry if these ideas are up there, but I really haven’t seen many. Well, here are my ideas for things in outpost 2 that could be added or changed or something:
Build Quees: Probably already mentioned but they would be nice to have, ESPECIALLY WITH THE VECHILE FACTORY.
Stealth Scouts: This was a kind of a big idea I had for a while about putting greater use for Scouts and Light Towers. A Stealth Scout would not be invisible, but would not be automatically attacked by enemies unless a Scout/Light Tower sees them. When built, they look like a Scout of yours, but what you can do is (when there farther from your base), transform them (with a button I guess) to look like an enemy scout (maybe a little crane comes out like the ones you see when building a building), and now you Stealth Scout looks like an enemies Scout. Then, you can move your Stealth Scout through your enemy’s base and the enemy won't attack unless they see your unit with a Scout or Light Tower. You can move you stealth scout beside enemy’s buildings and it will do something (maybe options like leave a Drone to spy or make the build inactive for a long period of time) and possibly destroy it self or just for maybe 5 seconds look “uncloak” and gives you enemy a chance to destroy it. That’s my idea on Stealth Scouts.
More abilities for Scouts: Just think if maybe scouts could also do things like:
Radar Jamming: Make the area of which a Scout can see (lit up) so you can hide an advancing army
Steel Research: When you move a Scout beside a enemy building, you can possibly see a list of things they researched and steel one, maybe make it take the amount of scientists required for that tech X 10s to give the enemy a chance of destroying the Scout.
Drone: Like I said in the Stealth Scout section, a Drone might be able to enter an enemy building and spy on it for a long period of time, maybe when you click on the enemy build the Drone infiltrated, you could choose something like “Kill Worker/Scientist”, “Stop Research/Production”, “Cause Long-term Problems” like make the buildings power turn off or make it think its not connected to the Command Center, “Stop Function Of Building” like make power plants stop working or even a Command Center to shut down, and maybe “Destroy Piping Around The Building”.
Mines: Simple, Scouts can lay either EMP mines or light explosives.
Plant mines with Robo-Surveyors: All I’m saying is maybe Robo-Surveyors can plant EMP mines or light explosives.
Satellite Missile Launcher (SML): I know this will start to get unfair, but it would be nice to be able to launch missiles towards New-Terra from space. They could be really power (destroy an enemy army), be really expensive, require a special building, and only can attack units with in Light Tower or Scouts view making it really hard for you to target an enemy except to take out base defences.
Steel Research: Back to my Scout idea, scouts could maybe steel “Special Techs” like, when the enemy researches the tech for Acid Clouds, you could upgrade your ESG’s with Acid Cloud explosives, making the EXTREMLY DEADLY!
Worker Training Center (WTC): I want to kind of extend the Univercity so that it doesn’t just make scientists. I want it so a buildings productivity also depends on its workers, like if you have a Structure Factory, maybe a regular worker take 5 seconds for 100 points of construction. I want to make a WTC, a building that can train workers to become better workers, so that same 100 point construction, only take 3 seconds, saving time. Also, you could maybe train robot workers, that would make that 100 point construction take 10 seconds. So regular worker/scientist = 1x, trained work = 1.5x, robot = 0.5x.
Those are my ideas for things and such. Maybe they can go towards OP3?