Outpost Universe Forums

Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: Leviathan on February 22, 2005, 08:15:29 AM

Title: Evacuaction Transport
Post by: Leviathan on February 22, 2005, 08:15:29 AM
Should the Evacuaction Transport be aviable to build in all multiplayer games?

Currently - from 1.3.1 it has been enabled but we are going to be taking the sheets back to its original state next update - sept a few changes.

It has no use in multiplayer, its just for fun I gess but because its useless should it be aviable or not?

You decide. Whatevea the outcome of the vote is what we will do in the next update.
Title: Evacuaction Transport
Post by: zeritou on February 22, 2005, 09:30:16 AM
no if they wont have a use
yes if they will
Title: Evacuaction Transport
Post by: Leviathan on February 22, 2005, 09:40:34 AM
Quote
no if they wont have a use
yes if they will
What do you mean wont? They dont have a use...
The only use in single player is that you need them as mission objectives.
Title: Evacuaction Transport
Post by: Mez on February 22, 2005, 11:41:06 AM
no, its just another option for me to click by mistake
Title: Evacuaction Transport
Post by: Highlander on February 22, 2005, 04:41:58 PM
Give the Evactuation Transports the ability to give away colonists (5,10,15 w/e)

then they can actually have a use if your allie in a game dies because of some reason...

This idea has been debated since I first started playing this game, most ly with the outcome this would be for the good.

If it can be done of course..
Title: Evacuaction Transport
Post by: Leviathan on February 22, 2005, 04:45:32 PM
Were not looking for ideas here, if people keep posting ideas for the unit ill close the topic :o

It has no ablity.

Vote on the poll please.
Title: Evacuaction Transport
Post by: Zao on February 22, 2005, 08:11:13 PM
No, I agree with mezza.
Title: Evacuaction Transport
Post by: CK9 on February 22, 2005, 08:24:17 PM
it would be great if you could take opponent scientists with them *evil grin*
Title: Evacuaction Transport
Post by: Tellaris on February 22, 2005, 08:38:14 PM
Note, that to do what I plan to do some update from now, when Hacker releases his editor I am going to need these enabled.
Title: Evacuaction Transport
Post by: Leviathan on February 23, 2005, 03:32:58 AM
Hopefully mapper v2 will be part of the next update Baikon.
Title: Evacuaction Transport
Post by: Highlander on February 23, 2005, 09:40:09 AM
just a question regarding the Evactuation transports...

Would it be hard to edit in what I meantioned earlier in this thread ?
 
Title: Evacuaction Transport
Post by: Leviathan on February 23, 2005, 10:36:12 AM
It would be impossible Highlander.

The Question is:
Should the Evacuaction Transport be aviable to build in multiplayer games?
Title: Evacuaction Transport
Post by: alice on February 23, 2005, 12:05:01 PM
Yes, they should.  People could use them in multiplayer missions to complete objectives or just use them to self destruct like a scout (depending on speed/cost)
Title: Evacuaction Transport
Post by: Leviathan on February 23, 2005, 12:23:01 PM
gpgarrettboast the settings for it are the same as single player.
if you want to no them go play single player ;p
Title: Evacuaction Transport
Post by: Hooman on February 23, 2005, 03:14:19 PM
Sorry if this is a bit off topic, but I'd like to remind other off topic people of this. If you have a special purpose for them in a new level then it's easy to enable them for that one level only. This here is a general edit to the game and all existing levels to add a unit back into them all that just has no purpose.
 
Title: Evacuaction Transport
Post by: HaXtOr on February 27, 2005, 02:04:27 PM
Evac Units should be available in multiplayer
They are good for confuseing the other players armys in to not fireing on your fighting units
Title: Evacuaction Transport
Post by: Highlander on February 28, 2005, 04:33:11 AM
Hax, how about just using scouts instead ?

They are cheaper, faster to produce and faster than an Evacuation Transport.
Title: Evacuaction Transport
Post by: coolzero on March 05, 2005, 05:25:50 AM
whel i sow someone wright that they could give away colonist that would be a good idea while i sucked at the game me and my friend did pk in multyplayer and only targeted him but i didnt know what all the evecuatoin things where in space port so i lost 10000 food and 100 colonist and rare metal wich i found realy disturving so i think if there was a way of giving someone else colonist food and metal it would be a improvement becous after we let him grow the pk i lached the shuttle and i had no more sientist that means that your doomd cous no more sientist you cant get any more from the uni cous it needs them to train  
Title: Evacuaction Transport
Post by: Leviathan on March 05, 2005, 07:36:48 AM
Once again - please stick to the topic, and ive allready said we cant do that idea, howevea cool it might be :)

Only post reasons why you think it should be or not be in all multiplayer maps.
Thx
Title: Evacuaction Transport
Post by: Tellaris on March 05, 2005, 10:23:15 AM
Off topic:   Coolzero, as cool as this would be, the game engine dosn't really support this.   To do this would not be easy, it would take a lot of time and hacking, and some parts we don't really know enough about to be able to do.      In short, chances of this happening are fairly low.

I can think of another reason to have Evac Trans in game...    B&T games come to mind, but you can also role play with them too, particularly on World Maps.   However, while no blight is present, you can use some one as player blue just drive over your base...   Same effect.   Everything dies.
Title: Evacuaction Transport
Post by: BlackBox on March 06, 2005, 01:45:24 PM
Well Baikon you could emulate this in a DLL I imagine but it'd be kind of nasty to do. (Very limited circumstances where it could be done, would have to involve hard coded points of where you bring the transport and it modifies the player's colonist counts. Sick tho. Sort of like the campaign does it with the scientists / that green transport).

I think you can make them contain Colonists (so it says Cargo: Colonists) but you can't do anything with them (Load or unload them) apart from emulating this, on specific DLL's.
Title: Evacuaction Transport
Post by: Tellaris on March 07, 2005, 06:53:59 PM
They won't be loadable, plain and simple.   The objective will simply be to have x amount of transports for your population (25 each).   Beyong that, there isn't really any other point to having them.
Title: Evacuaction Transport
Post by: Hooman on March 08, 2005, 06:43:08 PM
Baikon, I repeat, if you want to do that for a specific level, you only need a special tech file for that one level. You don't need to modify the default tech file for all levels. There is no point to doing that. Those levels are already written and won't/can't make use of evacuation transports. They are just a useless item to accidentally click and build. All it really does is waste ore.

Remember this poll is not about cool new features added to the game or cool new levels. This is about the possibility of adding a useless unit to all existing multiplayer levels.

If you wanted to make a special DLL that makes use of evacuation transports, you just change the TechTree export from your DLL to reference a new file instead of the default one all the existing levels use. The outcome of this poll does not in any way affect your ability to do this. If you'd like to suggest new features please do so in a different thread and don't cloud the issue at hand here. Thanks.
 
Title: Evacuaction Transport
Post by: HaXtOr on March 08, 2005, 06:52:41 PM
VOTE YES! They are fun to anoy your opponent with and have more hitpoints then a survayor
Title: Evacuaction Transport
Post by: CK9 on March 08, 2005, 11:26:50 PM
I say keep it, an opponent in a hurry could easily mistake it for a panther (I have done that myself once) when you have them changing their veiw area every couple of seconds
Title: Evacuaction Transport
Post by: Leviathan on March 09, 2005, 04:40:01 AM
Well the vote is close now, 11-12
Need to get everyone to vote cuz i no they havent..!
Title: Evacuaction Transport
Post by: xamlit on March 09, 2005, 04:52:47 PM
Just tied it up. ;-)
Title: Evacuaction Transport
Post by: Hooman on March 09, 2005, 07:24:55 PM
VOTE NO!

It's just another useless option to click. I don't like having to worry about useless changes like that, nor do I want to confuse new people to the game with why it's there.

Besides, using an Evac Transport as a decoy is just plain silly. It's one of the most expensive vehicles out there. And it's useless! It has a base costs of 900 ore. You'd be better off spending the money on a unit that could fire back. (for less ore!)
Title: Evacuaction Transport
Post by: CK9 on March 09, 2005, 08:33:40 PM
VOTE YES!

If you aren't paying enough attention to what you are clicking on to see a simple difference in name you shouldn't be playing.  Also, New people should have the opportunity to learn from their own clicking mistakes, not be forced into a single way.

There are games when you actually have more ore than you need and an expensive distraction is worth it.  Also, a decoy is one of the most useful things out there.   Which do you think an opponent will most likely send most of their unots after: 1 lynx or 1 panther?  Only an idiot would put next to no unit focus on a panther when the alternative is a lynx, especially when the lynx can be destroyd in much fewer shots.
Title: Evacuaction Transport
Post by: Highlander on March 10, 2005, 05:56:47 AM
I'd definatly hit the lynx first ;)
Title: Evacuaction Transport
Post by: BlackBox on March 10, 2005, 03:38:43 PM
Lol, the people who make the updates trying to tell you how it should work. lol. :P

Whatever the vote comes down to is how we're going (the poll itself). The results won't be swayed by the posts (well, indirectly they may. but you know what I mean).

Some facts about the Evac Transport:

1. It is a USELESS object. So don't ask if it can be made to be able to transfer colonists or whatever, because that CAN'T HAPPEN. (at least not currently, and not by the next update either) It doesn't really serve any purpose other than you need to have X number for your population (like in the campaigns), and limited use to "transfer colonists" in campaigns (NOT as a general-use object).

2. It can be turned on and off by custom tech trees. Basically what we are asking is if you want it enabled by default in the default techtree, MULTITEK.TXT. If you turn it down it is not totally removed from the game (if you have a custom techtree for the map it can be made available), and conversely, if you vote Yes to it it can be disabled for maps with custom techtrees just the same.

3. Just vote! No ties allowed. :P
Title: Evacuaction Transport
Post by: CK9 on March 10, 2005, 03:42:54 PM
do we have a decision deadline?
Title: Evacuaction Transport
Post by: Tellaris on March 10, 2005, 04:41:52 PM
A draw.   We need a tiebraker.

One reason to have it, I prolly mentioned this, ROLE Play!

It has no purpose.
its slow.
Its pointless.
Its a waste of ore.
Its essentially useless.
It can be added into custom maps (Perhaps the Editor can be made to decide this?)
I'd change my vote to no, but I already voted.   So, SOME ONE VOTE!!!
Title: Evacuaction Transport
Post by: Hooman on March 10, 2005, 07:07:58 PM
Lol, yes, I find my attempt at vote swaying somewhat amusing. I just find most of the reasons for having it in are a bit irksome. That and there seems to be a number of votes for the yes side which I'm not sure where really made with a clear idea as to what the poll entails. Anyways, vote how you want, just make sure you know what you're voting on.
 
Title: Evacuaction Transport
Post by: Leviathan on March 28, 2005, 03:13:28 PM
I realy think it wil end up not being included as default for multiplayer, it wasnt there in the first place.

And it can be added to any custom maps if wanted.
Title: Evacuaction Transport
Post by: zigzagjoe on March 28, 2005, 04:22:23 PM
unless it servs a purpose i don't really see a reason to have it
Title: Evacuaction Transport
Post by: Nightmare24148 on April 05, 2005, 09:29:58 PM
If you can do it, make it hold 25 people (it holds that much) but make the morale improvement very low...

^_^
Title: Evacuaction Transport
Post by: BlackBox on April 06, 2005, 02:35:13 PM
AGAIN -- we can't do anything like that in the game as of right now. All we can do at the moment is enable it in multi/colony games or disable it.

So just make your vote.

We will think of these ideas sometime in the future however.
Title: Evacuaction Transport
Post by: Sirbomber on April 18, 2005, 07:20:58 AM
I thought the Evac Transport held 50 people?
I can think of some uses. But, as stated earlier, none can be done yet.
When it can be done, however, it should be able to load like a truck, convec, etc.
Oh, wait: Keep it.