Outpost Universe Forums
Off Topic => General Interest => Topic started by: Stormy on October 04, 2005, 05:32:54 PM
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Got any ideas for units and stuff? Post it here, when we release the novella we will see if it fits with the Novella, and if it does, We might just include it :)
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hovercrafts of some sort. maybe a invisible tiger, panther.. that can only be seen by a scout or when they attack
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I've always thought some kinda of mobile solar panel thing wuold be great. It wouldn't produce a lot of power (100 or so) but it could be very useful.
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I've always thought some kinda of mobile solar panel thing wuold be great. It wouldn't produce a lot of power (100 or so) but it could be very useful.
I really like the idea of that, hmm on Hovercrafts though, that seems a little.... strange....Like making it "invisible".
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The invisible bit is not completely rediculous. The military is developing a type of 'cloaking' device that uses fiber optics to make one side of a particular ground vehicle 'blend' what the scenery behind it (basically, you can face the vehicle one way or the other because the image of what's on one side of the vehicle is visible on the other side of the vehicle).
I don't think that would really work though for an RTS view but it is certainly an idea.
There is going to be one flying unit in the game which is used for a particluar purpose. Hovercrafts wouldn't work too well on rocky grounds so I'm going to pass on that...
Hrmmm...
Mobile solar power... What would that be used for?
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What about some sort of mobile CC, where you could deploy it on the tube next to the building, but only lets you run that one building. It could be an interesting way of rebuilding an old base, or keeping in the game after a major disaster or attack. Just keep one hiding in a garage somewhere.
Also, I think landrush games in OP2 require way too many ConVecs. You have a ton of them just sitting around after putting your base up. It's be nice if you could have some sort of cargo carrier for things like kits/ore/food. Sorta like a large cargo truck, or a small structure factory that can only store and not build anything. I guess if you go with the structure factory idea, then when you deploy your base, you can use this as a partially built structure factory to get your base up quicker.
And what about communication posts? Instead of building a tube all the way to another base, maybe just put up directional antennas/dishes that can link one point to another. (This kinda reminds me of what laser GPs look like). Then you can actually reasonably run satellite bases or mining outposts without having to spend a fortune on multiple CCs or tubes (which also take a while to build). Mind you, you lose the resource sharing through tubes idea, but since you can share resources in OP2 between distant bases anyways, are we really losing much here? So yeah, just have a tube from the CC to a post, wireless link to another post, and then tubes from that post to the buildings.
You also get the added tactic of taking out your opponents communication posts instead of just going for their CC. Plus, it takes a post on either end to be operational, so they have 2 weak points for you to target.
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More cool ideas. I'm liking the creative juices that are flowing!
I was thinking to fall back a bit on OP1 in the terms of resource management. Each CC was its own colony and had its own resource supply. I think this may also be the case if you have a full-out CC.
The limited structure factory could easily be turned into the Warehouse from OP1 which house anything that wasn't a luxury item or a resource. You could, in essence, build warehouses that could hold lets say 12 structure kits. So you build two of them. Now you can transfer the SK's from the SF to the WH. After you fill up both WH's, you still have the 6 slots in the SF.
ponders
Yep, definatly like the ideas running around here... :D
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seed/robo coloney
I dont feel like posting the huge amounts of info on that unit, but if youve been here long, you know about it, and how ive pushed for it in every single new op game
just do a forum search for the robo/seed coloney
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Monkey Powered Emp Missles of doom!
kind of liek the soviets did only not with a dog and they didnt have emp...
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Um... let's keep these posts to real things please. Filtering through Moogle and CCtoide's posts can be tedious at best.
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I like the warehouse-idea. Build a StructureKit in any sf and load it into a convec at the warehouse. this way the player won't have to build new SFs at the margin of a fast expanding Colony all the time.
Hovercrafts don't fit in the Outpost world. They are probably not stable enough to resist the strong natural forces on New Terra or the other planet.
Communication posts.. probably
OP1 resource management system:
that would make setup of an outpost much harder since not only structurekits would have to be brought to the new location, but also enough ore to use a structure/vehicle factory. Not every outpost is a mining-outpost and not always are both ores available at a mining outpost.
less convecs in LR-missions:
just start with as few structurekits as possible. you don't really need a standard Lab at the very beginning.
Nevertheless, I like the idea of a vehicle that can only store but not build. Though it shouldn't store more than 2-3 kits. Maybe have the storage-vehicle dock on the convec somehow to transfer kits.
cloaking devices (if we add them) should be really expensive and limited to a NEW vehicle type (not that the player can build loads of cloak-tigers. that wouldn't be fun at all)
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I'd really like to see the cargo-train that is on the Divine Order Modifications page in the game. That was an awesome idea. Just make it so you have to research special smelters that are adapted to them. First you research the cargo-train, then the smelter. To make it so that it doesn't throw the game out of balance, make it as slow as a tiger. It has the advantage of carrying the ore of multiple trucks, but at the cost to speed.
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o.0 Could you add a link to your post CK9, I honestly have no clue what you are talking about :lol:
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I was thinking we sould probaly use a new ore system because its a new planet
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I think it would be a good idea to look at other games (mainly sci fi game i gess) and c what unit ideas there are.
But the units in op3 must be outpost like of chorse.
Id like to c the cargo truck train!
(http://www.leviathan.outpostuniverse.net/images/CargoTrain.jpg)
Here is the mods page from my old clan site:
mods.html (http://www.geocities.com/op2dd/mods.html)
Yea a mobile CC type thing could be very good. I love them in C&C games.
Id like to c a large transport, well maybe a few transports. For vecs. Flying vecs. Knux made a pic of one and it looked good. Dam where is that pic?
I dont realy think res should be splt up between colonys etc. There should just be the one ore counter you have.
Good ideas :)
Edit - Woot! My 2000th post :D
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I was thinking we sould probaly use a new ore system because its a new planet
I don't like the idea of that; When the planets are formed, they are a HUGE mixture of gases and other elements. They harden/begin to 'orbit' around an object, and eventually create a planet.
The ores in the planet all came from what? The same gas cloud that "Bob" was created from. So, I don't really think that would work because of the above, and that it would make it a bit more confusing, However, we might have a different 'look' of the ore... in its 'texture' (like if it's bumpy or not... etc)
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do I have to paste my robo/seed coloney description again?
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I saw an interesting idea in Pax Imperia:Immenent Domain. It was more like interplanetary war than OP2 style, but the way the ships were setup was damn cool. Basically each hull type (combat chasis type for OP2 I guess?) had so much room to pack systems into. You could research the hull types, the weapon types, defensive techs, etc. and then pack whatever would fit into whatever hull types you had available. Each component would of course add to the build cost. So yeah, it allowed for highly customizable units which was a lot of fun. Also, if there is a particular situation you needed to deal with, you could custom tailor a unit to handle it.
The only problem with that idea, is it took a while to design ships, and there wasn't really any way of keeping an eye on the game while you were doing it. I can't imagine taking time out in a real time strategy game to design the units you wanted to build. But maybe if the idea was modified a little so certain defaults were always available (and good ones that people would actually want to use frequently) so designing your own wasn't necessary. Also, it'd be cool if you could design units before game time and just have them stored. Then once you've researched all the techs in the game, it would become available for building.
Probably a little too much work to do something like this, and maybe a little hard to incorporate it into an Outpost style game. (Although, Pax was real-time strategy, just a bit of a slower paced game for the most part.) But hey, it's still a cool idea if you wanted to consider it.
The cargo train idea sounds kinda cool. Although, it'd have to be done so the volume of ore it hauled made up for it's lack of speed. If it moves 3 times slower, it's gonna need to haul more than 3 times the ore to make it worth while to use one.
I don't think I much like the idea of cloakable units. Granted, I had some fun with them in C&C, but I'm not so sure they'd fit well with Outpost2. Maybe if you went with something like camaflouged units instead? Kinda like the cammo pillboxes in C&C Red Alert. You could see them if you were really looking for them, but they didn't appear on the mini map and were hard for your opponents to see on the main view.
Oh, and what about turrets embedded in cliff walls? Make them have a limited arc they could rotate around limiting their angle of fire based on the orientation of the cliff. You could also limit the elevation they could aim at, so they would be useless against targets that were too close. They'd be useful for doing damaged to heavy armoured vehicles approaching, but onces they got in too close, the turrets would be useless. I guess I've always just been a little dissapointed with how weak the GPs in OP2 were.
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sounds good hooman.
I liked the turrets and gates in walls in c&c tib sun. it could be good for outpost maybe. base defences are cool :o
id like to see a spider type unit which was a repair robot which services the colony. it should be smaller than the spiders and probly faster. it would climb on the buildings to repair them. think of the repair bots in star wars..
there cant be too much variation in the units and teams and there cant be too many units on offer. the teams must be balanced.
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I saw an interesting idea in Pax Imperia:Immenent Domain. It was more like interplanetary war than OP2 style, but the way the ships were setup was damn cool. Basically each hull type (combat chasis type for OP2 I guess?) had so much room to pack systems into. You could research the hull types, the weapon types, defensive techs, etc. and then pack whatever would fit into whatever hull types you had available. Each component would of course add to the build cost. So yeah, it allowed for highly customizable units which was a lot of fun. Also, if there is a particular situation you needed to deal with, you could custom tailor a unit to handle it.
yea, that'd be great in OP3. And I'm sure we can make an editor that works outside the actual game.
The cargo train idea sounds kinda cool. Although, it'd have to be done so the volume of ore it hauled made up for it's lack of speed. If it moves 3 times slower, it's gonna need to haul more than 3 times the ore to make it worth while to use one.
more than 3 times the ore wouldn't be realistic, because it has also only 3 times the volume. We could probably make it faster than 3 times slower. I'm however not sure, if this unit is necessary.
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I was thinking we sould probaly use a new ore system because its a new planet
I don't like the idea of that; When the planets are formed, they are a HUGE mixture of gases and other elements. They harden/begin to 'orbit' around an object, and eventually create a planet.
The ores in the planet all came from what? The same gas cloud that "Bob" was created from. So, I don't really think that would work because of the above, and that it would make it a bit more confusing, However, we might have a different 'look' of the ore... in its 'texture' (like if it's bumpy or not... etc)
Metal is still metal. Unless it's some previously undiscovered element, metals will be the same from planet to planet.
Two general types of ore are known, each made from a soup of various metals. The first is simply called Common Ore, and it is rich in lighter metals such as aluminum, titanium, magnesium, yttrium, and chromium, as well as a few common heavier metals like copper and iron. So-called Rare Ores are rich in heavier metals including radioactives. Metals in this group include gold, silver, lead, cobalt, nickel, palladium, osmium, platinum, cadmium, zinc, mercury, thorium, and uranium.
(Outpost 2 Help File- Common/Rare Ore Smelter Unit Reference)
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That's basically what I was saying... but in different words.. Thanks Sirbomber :)
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Two general types of ore are known, each made from a soup of various metals. The first is simply called Common Ore, and it is rich in lighter metals such as aluminum, titanium, magnesium, yttrium, and chromium, as well as a few common heavier metals like copper and iron. So-called Rare Ores are rich in heavier metals including radioactives. Metals in this group include gold, silver, lead, cobalt, nickel, palladium, osmium, platinum, cadmium, zinc, mercury, thorium, and uranium.
(Outpost 2 Help File- Common/Rare Ore Smelter Unit Reference)
has did not know that what common and rare ore emnt I thought made it up lol.
Here is idea that better then train-cargo vehicle. Special tube that has a belt on that carry ore to smelter. so no need for peroid gain in resource hehehe. Advange is one cost buildsection plus amount lenth for it. Amount that it tranfered also allow balance.(must be connect smelter directly to work)
Option plus idea for my idea: is that as you build tube can special vehicle tap into it for cargo vehicle to unload into it and it to tranfer to smelter.
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The hard part with the tube idea is setting up the ore-gain timing to keep it from being a situation where you always have full metals no matter what. The thing with the cargo truck is that you have to have a mini-stratedgy with that. You need to figgure out what your ore needs will be, how many mines, smelters, and trucks that will take, and you need to be able to defend it against players who target your reasources. With the tube, you take a good portion of that away, as you no longer have units directly in the equation, only structures.
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1. A mobile anti emp missile. Found only on the Tiger because the size of the missile required would kill a lynx and panther. It only capable of firing at incoming missiles not other units. Mostly a Eden unit its not really a weapon more of a anti weapon. MAEM Tiger is the only name I can think of.
2. A Artillery Unit some thing that has the same or less amount of armore as a lynx but is slower then a tiger. Capable of firing at long ranges but in long intervals. But I dont see a the normal attack units being capable of using this weapon so a new platform would need to be created specifically for the large adjustable cannon is uses. Now its not like there would be emp sticky thors hammer variations of this unit. Its simply fires a High Explosive shell in a Arching style to smite the enemy. Puma Artillery Unit.
3. A exposive aracnid unit. Like a starflare but not as powerful. Now its not really an aracnid but I see a crab because it would use its pincers to latch on to a unit then explode. Crab Ready lol.
4. Newer version of the trusty Convec. Perhaps to carry new buildings that will be created in OP3. For these building will be big so a construction kit wouldnt beable to fit in a normal Convec. However with increased cargo space you lose some of your ground speed and it would be bigger then a normal convec. Not sure what it would be called though.
5. A plasma thrower unit. Like a flame thrower only more deadly because its sperting out a part of the sun basicly. But dont think of it as a constant stream of plasma. It would fire more like a sticky. I see this as a eden unit because it would take the tech of a bunch of crazed scientists to make such a thing work right. Plasma Lynx/Panther/Tiger
6. A plymouth unit that uses X-rays instead of microwaves. I cant remember if X-rays are more or less powerfull then microwaves but I do know I dont need to wear a lead vest when cooking ramen lol. I see it as a more powerful weapon but slower then the microwave. X-ray lynx/Panther/Tiger :). Dont any one say gamma rays because there are over used in games time to let the other rays shine.
Ya I know there are more eden suggestions then Plymouth but Eden needs a little works so they wont get there asses kicked as often.
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Alright, I have a crazy idea, so live with it. :)
Eden likes Terraforming and stuff, and Plymouth doesn't.
Eden could build a vehicle that produces oxygen and water vapor in the air. If they bring it to an Eden base, morale their morale goes up. If they bring it to a Plymouth base, their morale goes down. (because they don't want terraforming)
And Plymouth has something that gets rid of oxygen and water vapor. It boosts morale at plym bases and reduces morale at eden bases.
And maybe it can have even more effects than morale! Eden's thing can make tornadoes and storms worse, and Plymouth's can make volcanoes and earthquales worse! (I'm not exaclt sure how, but it would).
Then, Eden's could reduce the power of earthquakes and make lava dry up or spread slower, and plym's could make storms/tornadoes slower and disappear quickly!
Somehow I'm guessing this won't work too well though...
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Yeah i would like to see a artillery unit. Not sure if its realy outpost style but o well. As well as being slow, expensive to build, slow to build and a slow fireing rate it should be not that acurate. Also it needs the option to fire at location/ground. And its turret should be slow moving so if a fast unit was moveing from side to side fast the artillery would never get in line with it.
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Well I was thinking it wouldnt use a turret the gun would be fixed forward and aim by turning the vec this also helps with the auto attack the unit would have to turn to fire and the turn rate for the vec would be low because of the big ass gun
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I think the idea of a biger con vec is good idea. in TA you have levels on con vecs. the level 1 units can build the basic level 1 structures. level 2 units can build the level 2 more advanced buildings. and they can build levels under them.
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1. A mobile anti emp missile. Found only on the Tiger because the size of the missile required would kill a lynx and panther. It only capable of firing at incoming missiles not other units. Mostly a Eden unit its not really a weapon more of a anti weapon. MAEM Tiger is the only name I can think of.
Yea, emp missiles are way too powerful in op2, although they are expensive.
Due to some undecided questions on the general unit design (will we make an editor that allows to build the unit from components) we should not talk about whether it will be mounted on a tiger or on whatever else, yet.
2. A Artillery Unit some thing that has the same or less amount of armore as a lynx but is slower then a tiger. Capable of firing at long ranges but in long intervals. But I dont see a the normal attack units being capable of using this weapon so a new platform would need to be created specifically for the large adjustable cannon is uses. Now its not like there would be emp sticky thors hammer variations of this unit. Its simply fires a High Explosive shell in a Arching style to smite the enemy. Puma Artillery Unit.
Yeah i would like to see a artillery unit. Not sure if its realy outpost style but o well. As well as being slow, expensive to build, slow to build and a slow fireing rate it should be not that acurate. Also it needs the option to fire at location/ground. And its turret should be slow moving so if a fast unit was moveing from side to side fast the artillery would never get in line with it.
Well I was thinking it wouldnt use a turret the gun would be fixed forward and aim by turning the vec this also helps with the auto attack the unit would have to turn to fire and the turn rate for the vec would be low because of the big ass gun
I personally don't want Artillery in Outpost3. Its not Outpost-style and it would also make gameplay too complex. No matter how hard it is to turn/move/etc. its still too powerful. Think of how it could destroy enemy-bases from far away. The only defense would be Artilleries in the own base, and how insane that can end, I have seen in C&C: Tiberian Sun
3. An explosive aracnid unit. Like a starflare but not as powerful. Now its not really an aracnid but I see a crab because it would use its pincers to latch on to a unit then explode. Crab Ready lol.
good idea. That'd make the Arachnid factory more useful. And since arachnids can't be emp'ed there would be a reason to use them instead of flares/novas.
4. Newer version of the trusty Convec. Perhaps to carry new buildings that will be created in OP3. For these building will be big so a construction kit wouldnt beable to fit in a normal Convec. However with increased cargo space you lose some of your ground speed and it would be bigger then a normal convec. Not sure what it would be called though.
I think the idea of a biger con vec is good idea. in TA you have levels on con vecs. the level 1 units can build the basic level 1 structures. level 2 units can build the level 2 more advanced buildings. and they can build levels under them.
Sounds good. At the beginning of a game you'ld use the smaller convecs which are also cheaper and faster, but can do everything they need to do at this stage. Later in game you have to build an advanced Convec to construct buildings like a spaceport, but the normal Convec would still be of use because its faster.
5. A plasma thrower unit. Like a flame thrower only more deadly because its sperting out a part of the sun basicly. But dont think of it as a constant stream of plasma. It would fire more like a sticky. I see this as a eden unit because it would take the tech of a bunch of crazed scientists to make such a thing work right. Plasma Lynx/Panther/Tiger
sounds also good. But is this technology in Outpost3 realistic? The technology to heat matter up enough is there, its the nuclear fusion. What do others think?
6. A plymouth unit that uses X-rays instead of microwaves. I cant remember if X-rays are more or less powerfull then microwaves but I do know I dont need to wear a lead vest when cooking ramen lol. I see it as a more powerful weapon but slower then the microwave. X-ray lynx/Panther/Tiger :). Dont any one say gamma rays because there are over used in games time to let the other rays shine.
now, WHAT are X-rays??
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x-rays are a form of electromagnetic radiation that is much higher in frrequency and energy than microwaves
I dont think an x-ray wep would work though, becuase x-rays just eather bounce off or go through mettal, while the reasion microwaves work is because it causes an electrical induction in mettal, causing circuit shorts, and oxidizing the mettal decreasing its integraty, so sry on that department
on the otherhand, because im an engineer (you can probly tell from teh previsous paragraph) I would like a custimize unit section, simmiler to that battle bots game, where you can build your own robot
you would have weight, power, armor, suspention, wepion, track type, engine, sensor, and computer componets, and they would all balence logicly, (a bigger weppon would require a bigger powerplant, and that would weigh more wich would need a bigger suspension system, ya de ya de ya)
although pre-made templets would be good for those who dont enjoy designing their own units, or find that its too time consuming
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Plasma is nothing more then super heated gas. Right now in the real world we can make plasma in two ways.
1 coming off the space shuttle at reentry
2 in some lab that i can remember but it was on a show that was talking about magnets and such. Plasma made from hydrogen i beleive. And since you need magents to controll it good eden would have the best shot have Directional magnets and Electro magnetic pulsing.
I think it would be very op3 because investigation into the reentry through the thick atmosphere of "BOB".
The artillery unit if the numbers happens to be the problem then a limit could be put on them like you can only have 1 for every 10 units so if you wanted 10 you would need 100 units and since there is going to be a unit limit of 200 i think. A person could only have 20 of them. Or do a unit limit on the so that you can only have 10 at a time and you dont get any more till there isnt 10. So if you have 9 you can build one more. I dont think that C&C should ruin the artillery unit thing tho. Remember those are old games and most old games didnt have very good limits on them. If there slow and weak and have the name of a cat then I think it should be good. Because what army doesnt have a long range bombardment tool?
X-rays are the radio wave they use to take pictures of peoples bones and other solid objects. They can be very fatal to computer equipment and lifeforms. X-rays are just below the power of gamma rays. If they are powered up to the point of a coheriant beam like the microwave lynx then it would be nice and powerful. But i see it using more power so it would fire slower but do more damage.
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well the units are unmanned, so thats not a problem, and the elecronics are hardened, so it would take, a hell of alot of power to damage them, and even than they have backups
just seems like more trouble than its worth
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well if a weaker radio wave converted into a visible beam you can see can do damage then i would think that a stronger radio wave would do even more damage but yes the power requirement would be more but that is why the weapon has a slow recharge/reload. Perhaps it would go along wish some kind of capasiter tech that would allow the weapon to work but it would only allow the X-ray weapon to fire. If the capasiters were used on a microwave the weapon would be kaput.
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If you want to weaken artillery, make the ammo cost money, and they can only carry a few rounds at a time. That way you can't just pull up a big army and then hide some artillery behind them and pound away at their base. I don't like games where you can do something like that. If they can't overpower your army, they can't kill the artillery, and if they sit in their base and do nothing, they suffer a slow death. It makes base defenses useless. All they'd do is slow down the attack. If you want a form of bombardment like that, you either need to make sure it's really easy to kill, or it's rate of doing damage is so slow that the person being attacked can compensate for it in some way.
If they had to return to base to reload their ammo, it would significantly slow down their rate of damage. Or, if you decreased their attack range to some medium value, where they outrange other weapons but not by much, then you can't hide them behind an army. If they needed to be positioned at the front of the army to be within range, it would make them easier to kill. Especially if they were slow turning and moving since they wouldn't be able to run away. Instead, to protect them, you'd have to rush your units up, possibly within range of their defenses. And even then, you can't stop people from targetting your artillery, and then pulling back.
Also, I like the idea of some sort of delay for the first attack. Like how siege tanks in StarCraft need to deploy before they fire. That gives tanks in a defensive position an advantage, so if you're gonna attack with artillery against artillery, then the attacker either needs to seriously outnumber them, and expect the first few units to be slaughtered, or they need to provide support with other units, possibly strong defensively against artillery.
So yeah, basically artillery shouldn't be some sort of super weapon. Just a useful support.
And yeah, I think Lev is right. Artillery doesn't seem very Outpost style of a unit.
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If the artillery unit has a limited shot this brings up the possiblity of a AMMO dump/depo to resupply them. I see it working like the garage but resupply not repairing. I would say 3 to 5 shots with a 35% successful hit and the splash damage would hurt like normal not much tho just a basic ring of influance where the damage is less then a direct hit.
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you could add different sized convects to build certain buildings. Small medium and large. small can only build small things like guarf posta residences and such medium command centers tokemaks and such. large for fatorys advanced lab and space ports
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NEW IDEAS: APC that hauls around 6 spiders or 3 scorpians or 2 of those crab things I mentioned above. Makes them much more effective if they can get to where you need them faster and in a group. This APC wont have any weapon just some armore. How ever if the APC is blown up the units inside only have a 30% possiblity of surviving with out damage. 70% possiblity of half or greater damage.
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I remember reading somewhere before about capturing buildings as a new idea for an OP2 game (can't remember what thread it was...)
Anyway, imagine a vehicle that could capture ememy buildings that are completely isolated from tube connection. It would cause more use of the lonely earthworker, which I hardly ever see put in use in OP2 anymore, which is a shame as it is very helpful if you know how to use it properly.
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you could add different sized convects to build certain buildings. Small medium and large. small can only build small things like guarf posta residences and such medium command centers tokemaks and such. large for fatorys advanced lab and space ports
Too many Convec types can make gameplay too complex. 3 is too much. 2 is probably ok. And if there is an 'advanced' Convec it should probably be able to load either one big SK or two small SKs.
NEW IDEAS: APC that hauls around 6 spiders or 3 scorpians or 2 of those crab things I mentioned above. Makes them much more effective if they can get to where you need them faster and in a group. This APC wont have any weapon just some armore. How ever if the APC is blown up the units inside only have a 30% possiblity of surviving with out damage. 70% possiblity of half or greater damage.
I don't exactly know what an 'APC' is. All I got from your post is that it transports arachnid units. We are already planning on some sort of unit-transport. I doubt it'll be useful for arachnids though, because they are already fast, the transport would actually make them slower or at least not faster.
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i cant see any need for a spider/scorp carrier. also APC is armored personal carrier.
it would be good if the artillery has to deploy first before it can attack, like in StarCraft and C&C tib sun.
as for ammo, if they could only carry a few on the unit and it cost for more to be produced (like scrabs in starcraft on the protoss reavers) there would most likely be a ammo transport that could pick up shells at the ammo factory at base.
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Yikes! There is a LOT of stuff to read here!
gamercd0, I'm assigning you the task of taking ALL of the posts in this thread thus far (and after this post) and organizing them into a Word document for easy reading.
Thanks everybody for all of the ideas. A lot of suggestions that were posted here (if not all of them) will probably be incorporated in one way or another (e.g. the Cargo Train. Easily my favorite idea above all the rest).
Betaray, I'll be looking at your robo/seed post pretty soon. I have some things to clear up and then I'll do the search for it (unless you would rather just e-mail it to me to make sure I don't forget).
As a side note, I want to make everyone aware that no ideas or suggestions go unnoticed and all will be considered and looked at by myself as well as the rest of the team. So thank you all... (thumbsup)
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On the mobile CC thing. and hoomans line of sight microwaves.
the CC is a computer control center that needs tube links.
I think there should be a mini CC for mining bases that can sustain say 4 buildings but it can only be built if a full CC is operational.
However if the main CC gets destroyed then it can still run the four buildings it has attached to it and possinly it could be upgraded to a full CC with rare metals or something at any time
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Good thoughts, good thoughts.
I do like the idea of mobile CC's but I'm not 100% sure how to implement that... StarCraft had Teran CC's that could hover off the ground and could be moved that way (actually, a lot of their structures could do that) but that wouldn't work too well for Outpost 3. Maybe it could be something like a deconstructable building which could be easily packed up into a ConVec or something and then rebuilt here and there.
The limited nature of the Mobile CC is a definite must. Everything needs to be balanced in some way to make it fun and fair... Hmmm... I wonder which colony should be able to develop and build the Mobile CC's?
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Well, how about a command vehicle that's only available in certain missions?
Or even, perhaps ditch the idea of the CC in a way for remote bases. Just replace it with 'radio towers' or something, to communicate with the main base, and the main base helps run it.
(Analogy: Is there a white house or pentagon connected by a 'pipe' to each and every government facility? Nope)
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Vehicles that can survive driving through Lava, and vehicles that can pass over hills!
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A mobile CC if used would have to have some sort of temporay tubes. Perhaps if the mobile CC could be deployed and have 4 set of tubes come out but it would only have enough power for 3 or 4 buildings depending on what you connect it to. Also when it is deployed it should give damage to its self like a tokamak. Say they use a simular power supply when deployed. I could see a mobile CC used more so for a temporary mining outpost or in missions where you would have to move around alot to avoid lava and such.
As for vec that can go through lava i dont think so the material it would have to be made out of would make it invunrable to attacks. How ever vecs that can go up mountains. since this is a 3D game i think alot of the vec will beable the traverse the hills and mountian at a decreased speed because there going up hill lol. But I dont see any vec going up a Cliff unless it were a aracnid unit.
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Vehicles that can survive driving through Lava, and vehicles that can pass over hills!
The Lava bit would be tough. A Vehicle with an outer Titanium hull with a layer of heat-absorbing tiles (similar to that found on the shuttles of today) would make it feasible but there is another solution that has been proposed (I like the idea though!)
As far as hills, yeah. Vehicles will, for the most part, be able to traverse hills but will be able to do so at varying speeds and not every hill would be shallow enough to actually climb up it (even for a six-wheeled or treaded vehicle).
However, despite those hills and of course cliffs, again, there was a solution proposed that I believe we are going to go ahead with.
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As long as you have the Hull underneath a vehicle reinforced to withstand lava it should pretty much be ok.
Thor's Hammer is artificial lightning right ?
Lighting = 30k Degrees Celcius
Lava = 800 -3000 Degress Celcius (Or something along these lines..)
Just making the point that impact weapons such as RPG, Rail, ESG and so on, could perhaps not kill it, while Thor, Laser and Micro's will because they potentially can reach damaging heat level.
EMP's Would easily disable this vehicle aswell.
Acid Cloud would also be able to tear it down because it would wear away the protective armor.
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Vehicles which can drive through lava would probably loose hitpoints gradually when on lava, because there is just no technology to keep out heat for ever.
However: this type of vehicle will likely not be necessary.
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Yea why would they develop it? All i can think off is to get to locations where they need to get to but lava is blocking them. Could be good for attacking but air transport is more likely and cheaper way to attack i would of though.
Also check Suggestions.html (http://www.outpostuniverse.net/other/nhcs/Digitalrice/newhaven/Suggestions.html)
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Yea why would they develop it? All i can think off is to get to locations where they need to get to but lava is blocking them. Could be good for attacking but air transport is more likely and cheaper way to attack i would of though.
That's the ticket, Levi! While we have absolutely no intention of adding Aerial combat to Outpost, there are plans for at least one air vehicle to help with the rather hostile terrain. For instance, there may be some sort of item or resource that needs to be collected but the only way to get to is to use an airborn unit to pick it up and bring it back.
Of course, this is all a matter of speculation right now so we'll all have to consider all possibilities.
Although, if there is a need for a vehicle that can traverse over Lava, TH300's suggestion about degrading HP is a great idea. Also, if a vehicle is moving over a lava flow, it's movement will very likely be very slow. Lava isn't exactly known for it's traction.
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Now I have a problem with that you people keep saying it has to be op2ish. Clearly a AIR vec is not OP2ish. Why would you need a Vec to drive into lava for no reason but to get to the other side. Perhaps you need some kind of bridge that the Earthwork can build that can go over such inpassable objects. REALLY thick steel alloys and Carbon Carbon panels would be the only thing to save a Vec that would go through the lava. If there is going to be Air units then just have a S.A.M. Lynx/Panther/Tiger/GP strickly a unit that attacks air.
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Make an improved BullDozer.
Then that improved bulldozer could remove lava, just as a earthworker removes tubes. 3 square's of tubes and the earty is gone, same could be done to the bulldozer.
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http://forum.outpostuniverse.net/index.php?showtopic=1036 (http://forum.outpostuniverse.net/index.php?showtopic=1036)
my seed coloney idea is in that, so you dont need to search for it
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Well I dont know but I think removing lava like tube would be imposible because lava flows and moves tubes just take it and die. Why try to go through some thing when you can go over around or under it.
Oh yes I think all combat units ,with the exception of the Aracnid units, Should continue on with the Cat names.
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Perhaps after say 200 mark the lava should cool and then the special bulldozer would be able to clear a path through it?
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Although, if there is a need for a vehicle that can traverse over Lava, TH300's suggestion about degrading HP is a great idea. Also, if a vehicle is moving over a lava flow, it's movement will very likely be very slow. Lava isn't exactly known for it's traction.
What about some form of a areo boat type thing (I forgot the name... they have like the hole in the middle below the deck, and pontoon thingies on the sides connected by a piece below the hole. It's some really fancy boat that goes like 80MPH+... ( I think).
(different but related idea below)
Anyway, a variation of this could be applied to lava. It is like that boat they use in Antarctica to break ice. It would do the same to crush the rock, But it would melt the rock using some form of a weapon on the front edges, turining it into a 'slushy' like material. The boat would just use some form of a weapon, explosions, or a jet to propel itself from behind.
Oh, and this could also be used for normal ground:
1. It could be a new weapon, causing dirt to melt and move in the opposite direction it's being fired at, so
Shoots here hits sand
X ------------***->->
beam goes then sends dirt in the same direction after melting it.
2. A new version of a robo-dozer
It would melt it after X number of marks or whatever, then would cause a 'mini' lava flow to go and surround what it is attacking. If it is a Structure, it will just make the structure stronger because by the time it reaches it it woudl harden around it and hold it into the ground. If it's a vehicle, it would be like permanent stickyfoam. You could use another one to free the vehicle, and have little 'burrowers' that dig things up if they are buried.
I like the idea of an improved robo-dozer, But It doesn't really need to be able to dig through lava -_-. Just let it clear land, and it would create a big pile of dirt.
Dirt piles created by dozers could have ore or other materials in them, so they could be mined, or turned into walls to build a 'fortress'. With enough of it, you could 'technically' make a mini mountain :D.
Tornados would pick loose dirt up and would sling it everywhere, damaging everything slightly within a ___ <units> radius.
Note: the dirt isn't sandy, it's like mud, but harder.
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basically large pieces of rocks - think size of vech, and ordanace weapon damage.
the weapon could break the lave up into large rocks - vortex then slings large rock at pther vechs or even buildings
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Well if the lava is cool then you could just drive over it and you wouldnt have to worry bridges and super Lava boats lol. You could just pave it or doze it to make vec run a little faster. And yes i think there should be pavement built by the earth worker
Melting sand would only make glass and that would give you very little traction.
I dont really like that idea of melting dirt to better armore a buidling.
A new Dozer that clears land there is already some thing like that and as for making berms or dirt walls i think that is more of a Earth worker type thing.
As for mining with a Dozer that would be strip mining ad it would take up alot of space for the pitand the mineral or ore your mining would have to be very close to the surface.
The Vortex already have a radius of damage and it doesnt need to be that big because a tornado is a sniper rifle not a sledge hammer like a hurricane. But how ever if debre and stuff could be sucked up that would be nice then dropped where the vortex stops in the form of gorf material.
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Just making the point that impact weapons such as RPG, Rail, ESG and so on, could perhaps not kill it, while Thor, Laser and Micro's will because they potentially can reach damaging heat level.
A RPG is a impact weapon but you also have to realize that it is also a shape charge that blast its way through armore. Its a very simple tech.
A Rail gun may be a Solid projectile weapon but a Rail Gun (Aka Mass driver and Guass Rifle) Fire a massive solid slug using magnetic rail that are capable of great speeds.
A ESG is not a impact weapon. It is nothing more then a land mine and a land mine is very good at taking out treads and tires of vecs thus making the vec useless.
The Sticky is a defensive weapon that seems to have a bit of acidity to it
The Acid Cloud is a weapon that is very good at what it does. Just melts the armore off vecs till it can reach some electronics or engine part.
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You could just pave it or doze it to make vec run a little faster. And yes i think there should be pavement built by the earth worker
A new Dozer that clears land there is already some thing like that and as for making berms or dirt walls i think that is more of a Earth worker type thing.
As for mining with a Dozer that would be strip mining ad it would take up alot of space for the pitand the mineral or ore your mining would have to be very close to the surface.
The Vortex already have a radius of damage and it doesnt need to be that big because a tornado is a sniper rifle not a sledge hammer like a hurricane. But how ever if debre and stuff could be sucked up that would be nice then dropped where the vortex stops in the form of gorf material.
Ok, After lava cools you can drive over it, how does that sound? It is also slower than normal ground.
The dozers would level the dirt pushing the 'bumps' with it . It stops at the edge of its area leaving a PILE of dirt from those bumps. This pile could be used by a new type of earthworker that gathers the soil and makes dirt walls out of them.
The vortex idea is going to be done for sure. In 3D :D.
We would have little parts of stuff flying around and SMACKING into buildings and other stuff.
Now, if we have colonists walking around, think of what could happen... >.< there goes 5 colonists. :heh:
back to the dozer:
The dirt IS piled up. How else would you expect to level land without having a pile at the edges? This dirt could be picked up by trucks and dumped somewhere; Like I said above, you could make a mini-mountain eventually! lol
I like the pavement idea, how should it look??? Like asphalt?
so, main ideas are:
*vortex debris
*cooling lava
*Piles at edge of dozed area
*idea about colonists walking around and if they run into a tornado
*Moving piles with trucks
*pavement with Earthworkers
*Dirt 'formations' (where you move the dirt to create obstacles and whatnot.
Note: a cargo truck can only dump stuff while it is moving. Otherwise it would go under it and cause the truck to be stuck, as the dirt is pushing up on the underside of the truck keeping the wheels from touching the ground. If you do move, it will just make more dirt pile up, making it worse.
So,
*a command that dumps cargo one space away from the place you click as the destination point
Use the * format for ideas now :D
keeps it organized
Stormy :op2:
PS: if you know how to do bullets, do that instead of *. If you know how, let me know also please.
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YES I WOULD LIKE TO SEE FLYING COLONIST HITTING A AGIDOME :D
SPLAT!
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freeza, you're sick in a twisted way :P
just don't make it too graphic, or else the same will be said of you :P
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lol
btw Stormy:
You can do lists in this way: (Remove spaces inside the [ ] tags)
[ list ]
[ * ]Item 1
[ * ]Item 2
[ * ]etc..
[ /list ]
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lolz :D
i love the idea of lava cooling.
you could dig a trench and lava could flow down it, eg send lava to someones base and bye bye base.
pavement/road sounds good, would be bit better than dozed land.
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Lava Guard Posts they can run off of Magma well. Perhaps some kind of tube or trench could be use to fuel them from the well. Now the GP would damage itself when it fires the lava because it would use a bucket from a smelter to scoop the lava then blast the lava out the barrel with the same tech that launches the sticky foam. the GP is only damaged when the bucket is emptied into the weapon for firing. or when some one shoots it lol.
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Stormy, Lava is disgustingly dense so the idea of a hover-craft type deal over lava really doesn't work out too well.
As far as paved roads are concerned, that's definatly a good idea (and one that had crossed my mind several times). They were available in OP1 so why shouldn't they be available for OP3? Also, they wouldn't really be asphalt (not NEARLY sturdy enough for really hostile environments) but would instead be built of 'road materials'. What the explanation of that is can be decided upon later but essentially you'd build road materials at a factory of some sort which would then be used to build and mantain the roads.
Lava cooling would definatly work. Driving over it would be easy enough (no need even to bulldoze it to smooth it out) because it's already relatively smooth.
I just want to remind everyone that this game is 3D and 3D physics will apply (e.g., being able to drive over hills).
Also, actual moving lava flows are probably going to be too dangerous to try and cross so it might be better to just wait for it to cool. I guess maybe it would be possible to drive certain units over shallow flows but it would cause considerable damage.
And I never put it together, Freeza, but I do like the whole Cat names. It really just occured to me now! :heh:
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I like the idea of lava-flows cooling down and becoming passable. (How it is in op2 is not realistic at all. I don't see why lava would only flow over dark gray terrain)
- As an addition we could probably make it so that new mining beacons appear on former lava-flows.
I don't like the idea of Colonists walking around on the planets surface. That should be avoided whenever possible.
Lava-guardposts are a nice idea but quite useless unless you put magma wells on every second tile on the map.
Piles at edges of dozed areas are not necessary. there are several ways to make an area even. I don't have the words for these techniques so you have to think for yourself.
Terrain modification should be limited so that cliffs can't just be removed. obstacles are on maps for a reason: to make the game more interesting, to not allow the player to move directly to certain important points. You shouldn't just be able to remove them.
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howbout allow the earthworker or robodozer to have jets of liquid nitrogen or somthing that would speed up the cooling process?
also dont forget about the robo/seed colony (I just think it would be awesome gameplay wise)
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you would need a lot of liquid nitrogen because the lava keeps its self warm
And Lava that cools is not smooth is full of air pockets and brittle a vec would kinda cruch its way through.
The Lava GP wouldnt need that many wells one well could give ammo for 3 GPs
which is transported via earth trench that would have a semi tube cover so vecs dont fall in it lol.
As for cliffs I think that a one vec wide tunnel could be made but this tunnel can only go in straight line no 90 degree angles. This could also introduce a new vec a TBM (Tunnel Boring Maching) Big expensive and slow lol. Alls the TBM would need is workers and power lots of power. And if that doesnt pan out. I will also make the suggestions of bridges. sounds like a earthworker type thing but it would take more then one to build it.
And Betaray stop posting about robo/seed colony in here if people come to look at it they will dont try to force it or people will become annoyed.
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When you post, please sum up all the ideas at the end in like a list format. This will make it SO much easier to extract them when we are implementing them (If we implement them).
Anyway, Why do you not like the idea of colonists walking around TH300?
I don't particulary like the idea of bridges, kinda pointless unless there is completely impassible terrain, which there shouldn't be.
I kinda like the idea of the lava post, could make games interesting.
This is pretty off-topic, but it would make another interesting aspect of the game.
We would have one person in charge of the colony; op2 style, Thing is, they don't control the attacking vechs. The allies would control them from their computer. Maybe controling 16 of them in a 'pack' or something like that. You could switch from Sky view, Close up, and Third Person.
Sky view is the sky view
Close up is a really close shot of a vehicle. You can rotate around the vehicle at all times.
Third Person is directly behind all the units, maybe about 30 feet off the ground.
Kinda a wacky idea, but it might be a good mod ;D :heh:
Stormy
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I would want to control mass amount of vecs not just 10.
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And Lava that cools is not smooth is full of air pockets and brittle a vec would kinda cruch its way through.
That depends entirely in the type of lava and in what conditions it cooled down.
Usually the hard, brittle rocky lava that you mentioned forms near or in water (Hawaii's coasts, for example) or if it's a low-tempurature lava that is being blasted out of a volcano at high-speed. But if you move inland toward Mount Kiluwea (I think that's how it's spelled), all of the lava flows are smooth in there appearance.
Take a look at the following:
(http://genesis.outpostuniverse.net/images/lava/lava-flow---rocky.jpg)
This flow is actually underwater. It hasn't quite cooled yet.
(http://genesis.outpostuniverse.net/images/lava/lava-flow---smooth.jpg)
This one, on the other hand, cooled normally on land. It is still brittle but is very much smooth.
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That second picture i have seen people walk on that and it breaks under there feet and there is even a possiblity of lava being under that. i have never ever seen any one (sane person that is) drive on it.
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I learned that the type of lava you can walk on is called phoeohe (I haven't reviewed my Math/Science sheet on that, so I'll check it later).
Anyway, it has a ropelike texture.
Ai Ai (pronounced ayee ayee) Is the sharp lava that hurts your feet. (hence the name, AYY AYY!!!)
Stormy
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There has got to be a lava that you can drive on but alot of them you would cruch down into. And as for obsidan glass that would be very slick and maybe a tracked vec would do very good on there.
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I was just about to sugest obsidian
now, this would be a new planet, that dosnt mean that it would have any different ores, but the composisition of the planet, and thus its lava would be different
thus, the lava when cooled, could make some sort of material that lava on earth normally dosnt make, also, dont forget that the planets atmosphere is alot colder and thinner than earth's, and that would have an adverse effect as well
basicly what Im saying is, this is sci-fi, let the writers figure it out
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Well the lava comes from the 2nd layer down that can be a mantal or the core depending on the size of the planet. Now if this planet have a Nickle Iron core like earth then you will most likely get the same kinds of minerals in the mantal and/or core layers. There are other types of cores but I cant really remember them right now. But some of them are not metal and the planet has no magnetic field.
As For elements there are going to be the same elements every where else just different isotopes and minerals. It is possible that youll find the heavy elements over 104. but most of those are man made elements made in a particle accellerator and do not stick around for very long because there half life is very very short.
Another kind of core is a Silicate core
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Anyway, Why do you not like the idea of colonists walking around TH300?
no sane person would walk around on a hostile planet if they can as well go through tubes.
I don't particulary like the idea of bridges, kinda pointless unless there is completely impassible terrain, which there shouldn't be.
Bridges would be good for passing over canyons. But they are rather C&C style than Op2 style.
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What do people think about building up ramps up or down clifs over a long time so eventualy you would havea a ramp for units to drive down/up. Also like in startcraft there must be advantages for shooting down ramps at units coming up.
Id love to send in my attack that i know will win me the game with all my colonists runing behind my units :) Click evac all or somthing and all the cononists group at a point (or all group out each of their buildings they came from). Then u can selet and move em off. If the air is breathable then it should be possible.
And taking over buildings like in cnc games with engerners is a must imo :)
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No colonist would have to go out side for studies tests and repairs the vecs just cant do.
Plus people would want to go out side eventually to escape the crowedness of the tubes even though they would be in some kind of suit.
As for bridges there structures that engineers would make to get to another place easier. There not just in C&C. And the bridges in C&C cant be build part by part by a vec thye just have a engineer go sit in a little hut and bam there is a bridge there.
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in the noliva, people went outside many times, to do geolgy work, to do minor repairs, or just to get away
the pressure suits they have are very advanced, so it wouldnt be much of a problem
plus I agree with levi, you should be able to have commando units or somthing, people that can storm enemy buildings and take control of them, just like plym did to the eden gulag
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Taking over another persons building wouldnt work so well because you would have to build a tube to it to make it work unless there are plans for a mobile CC
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you could send a team of men into buildings to take over and kill the workers inside. they couldnt use it but they could damage it and stay inside so the other colony couldnt use it.
if the other colony dosent idle the building fast enought to get the workers out they die.
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I see its more of a assault team rather then a take over team i think that would work but it would cost you workers to send people out to the building. How would they get there a Evac trans or would they ride spiders like horses lol.
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they would ride evacs
mabe without reinforcements the comandos can only hold out for a certain amount of time, because the rest of the coloney would fight back and whatnot, so once you take over a building, to keep it you would have to eather send more commandos to reinforce it, or conect it to your cc
if you connect it to a cc, than you capture the building
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Well if ur building is about to be attacked and taken over you can move your workers out of it using the tubes! lol..
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Um the Commando idea would be a fun mod, but let's not make that the actual game... Yet.
The colonists would run out of a building if they are in it without a tube and you idle it. Where can they go!? Outside. They go to the nearest evac, tube or building and go inside. Evacs can have people inside them and can "empty" themselves allowing the colonists out.
Sometimes buildings have repairs that can only be repaired by a human. In these rare circumstances, you must send someone outside.
Eventually, research will become far enough to make that not needed, as robots would have the ability to repair stuff.
Kind of a wierd idea, but still
Ok to sum it all up, this post is about:- My oppinions on the Commando Idea
- Where colonists would go when a building is idled with people in it, disconnected from a tube system
- Human Repairs
- Research making Human Repairs Obselete
Stormy :op2:
Guys, to list stuff just hit list on the right of all the tags .
PLEASE sum up your ideas in the list format, for the folowing reasons:- We know what we are talking about
- It is easier to extract the ideas and implement them into the game
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I really dont like this idea of colonist repairs it just add a annoyance to the game that would be unwanted. How ever colonist walking around and doing stuff and not getting run over by vecs when they can just use the tubes. But there should be humans on the surface now and then just to make it look nice.
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yea, you really cant get a feel for the coloney if you cant see the people
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people coming to the windows of the advanced lab would look cool in game :)
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or have windows in the tubes, and you can see people walk by
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just have windows on the buildings the tubes should remain as they are
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people coming to the windows of the advanced lab would look cool in game :)
Yes that would be cool, but Nearly impossible to do.
The adv lab model is solid, and not intended to have actual models of people inside it. If we did that, we would have to mode lthe inside of the building, adding more polygons. it is a nice idea, but Kind of a waste of resources. Maybe for custcenes ;) B)
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well u have to have moving parts on the buildings to make the ambiment stuff like furmholes/magawells and stuff moving on builinds like in op2.
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dont forget that the planets atmosphere is alot colder and thinner than earth's, and that would have an adverse effect as well
Um... that's incorrect. The planet that OP3 takes place in is Venus-like in nature (NOT VENUS ALIKE! IT'S DIFFERENT). The atmosphere is EXTREMELY thick and volatile and the normal tempuratures on the planet are circa 280 - 350 degrees Faranheight. It's very far from cold. Just a note.
I like the idea of mining lava. That solves one problem I had! (thumbsup)
But there should be humans on the surface now and then just to make it look nice.
Great! It's done!
people coming to the windows of the advanced lab would look cool in game
Yes that would be cool, but Nearly impossible to do.
Actually, it's an extremely easy effect to achieve. I even have it my mind now: It basically involves a form of texture bombing which would then be blended with the Window texture layer for an individual model (windows have an alpha map to create the effect of illumination). I could just use the window layer to make it look like people are moving by the window... although only people with higher-end computers/graphics cards will be able to see this because of the amount of power it takes to render that kind of an effect.
or have windows in the tubes, and you can see people walk by
It's very feasible to have windows of some sort on the tops or sides of the tubes. Of course, it is also possible that windows in these areas can cause potential structural weaknesses which could cause a blow-out on a thinly atmosphered planet or an implosion on a high-pressure planet.
stormy does have a good point about people needing to go outdoors to make repairs plus it would look really neat. However, while making it something that needs to be manually done would create more headaches than add to the game, it's something that could just happen spontaneously. Like now and then you'd see a work crew of sorts head outside from an airlock and do some work on a structure (it'll be necessary on Bob because of the acidic nature of the atmosphere). So I think that would be cool too. Oooh... :) Arc welders!
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Personally i dont think they would build tubes that supply there colony to be so weak that the windows would pop in or out. Which is a good reason not to have windows on the tubes.
Remember you dont want to have to much colony management or the game with just be annoying and people wont beable to have good fights because they have you repair there colony to much.
What is this lava mining? (I hope its not my Lava GP idea I will feel dumb for asking lol)
Yes there needs to be the ambiment animation that there are in OP2.
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The Lava Minining is probably like your suggestion, Freeza. I need to look back at it to make sure but I'm too lazy to do that now so I'll just describe the lava mining idea:
As lava is a relatively rich source of various minerals, a special mining unit could be used to break up lava into ores that could then be trucked to the smelters. While this will provide some materials, it will not be good for everything... You will need to have real mines in order to really provide for your colony.
I'm thinking, however, that cooled lava could be rich in rare materials so it might be good for that as a supplement to rare mining in areas with very low-yeild rare mines. It could also be used to help boost agricultural growth.
As far as repairs are concerned, Tokamaks will definatly need constant repairs but for the most part the structures on Bob will only need repairs after being hit by various disasters or enemy fire (or debris from a nearby explosion). It would add much to the complexit of the game.
However, just as a bit of eye-candy and to create a more lifelike feel and look to the colonies, now and then work-crews will just simply appear to do 'repairs' on structures. These repairs will be for minor things like a loose plate or a cracked window or any number of stupid things like that that you'll probably never really care about. It's the general maintenance of any structure and is not something the user would have to worry about ever. It just happens provided you have colonists in your structures. This effect would really only be available on higher-end machines (again because it could have a profound effect on low-end machine performance). Either way, picture it: A hatch opens and 5 colonists in environmental suits walk out. The climb onto the top of a structure and being work. The ones with Arc Welders will actually cast small lights and sparks will be visible. Damn, I think that'd be freaking sweet.
As far as ambient animation (like a hatch opening and releasing smoke) and that kind of stuff will very much be in the game. It's just too necessary to make the colony come to life.
Smoke will be a really neat effect. I've done some prelimary smoke demonstrations (to figure out the best and fastest way to render it) and it's looking pretty good. It'll be a neat effect.
Also, certain buildings when damaged may actually catch fire. If it's an Advanced Lab, for instance, the fire can actually cause it to continually lose HP and explode. So it's an added bonus/challenge to the game to make it more realistic... (thumbsup)
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Well lava mining is already part of OP2 Magmawells and a robo miner. and it is a low yeild rare ore 100 and 150 after upgrade.
How ever a magma flow wouldnt have every much rare ore in it because it would be spread out over the land. So there wouldnt be much to mine at all. You could scrap up the cooled lava and put it in the gorf with the cargo trucks and extract the rare that way thus giveing the gorf another purpose. And the rich volcanic sand or dirt that is the by product of the gorf would be used in the agridomes. That would boost growth.
Now i am not sure but i think smoke is a partical effect.
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well if you think of it, the windows would be really thick and reinforced, with a gel layer inbetween that would seal any cracks in it
I mean, today, we have windows that can withstand the vacum of space, and the crushing depths of the bottom of the sea, so a planet with an atmosphere would fall well within these to extreams, and such, windows would not be a structual liability, and they would make the tube much less confining, and would be better for morale
and for the lava changing with different atmosphere's, even though its not cold and thin, my point still stands, probly even more because as you say its acidic the pressure, heat, and PH would effect the rock being formed from the lava, probly causing it to form into a type of rock that may not exist on earth
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Lava depends on what is in the core and mantal not the surface rocks. Lava is like hot damn hot the 300-400 on the planet surface would be nothing to lava.
As far as the wondows on the tubes you would not put such a risk in a part that is going to supply buildings with power and people. A window you be a liability to a tube you wouldnt want to have.
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and the crushing depths of the bottom of the sea
That depends which bottom of the sea you're talking about. I think the most preassure any glass can withstand is about... Maybe a mile or two under water and that is a porthole with a diameter of a foot with a thickness of about a foot or two. After that the rest of the container would just collapse in on itself. Nothing we have is that strong. (at this present moment in our history)
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they had glass windows when they went all the way down to the marionis trench (7 miles)
and a plnets atmosphe would defonatly be only a fraction of that pressure, so windows (expecially curved, since they can take pressure easier) would be entirely feasable, not to mention how much it would boost morale being able to see the sky and have sunlight on your way to work, instead of a claustraphobic tunnel only lit by artifical lights
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There have been 2 submersibles that went down to the marianis trench (the deepest one lol). I beleive they were unmanned. I could be wrong tho.
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nope, they had 2 people in them
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Well there you go
Also the deepest trench is like twice or three times as deep as Mt. everest is high.
Every 33 feet under water is +1 atmosphere of pressure. you do the math lol.
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so than you see that if we can build windows that can support that, than why cant we build windows to support the 5 or 10 atm pressures of a new planet?
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I just see the windows on a tube to be a weakness to the tube that no one would ever want. Even if they can with stand that. They still have a possiblity of blowing out craking or blowing in. then the tube wouldnt work and workers and power would be shut off to the buildings that need that tube. So you would build it as strong as possible.
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I think one of the campeign intro sequences hows some clear material on parts of the tube, and I know that the eden novella speaks of seeing the advanced lab not only in the residence, but also in the tube.
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Perhaps it was seeing down the tube to the Adv. lab
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but Axen had rounded a few corners...
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plus they have windows on every single building, including the cc and the adv lab, if they trust windows in those structures, why not the tubes
and remember, the tubes would be alot more crouded and cramped than a building, being able to see the outside would do wonders for morale
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How big do you think tubes are?
Has anyone played red alert 2 where you can capture outposts which are builinds with engners. the outposts give you ore so they are like mines.
in op2/3 maybe there could be nutural buildings on the map that you could capture like these outpots. with like a few people in a vec with suppys in it so they can repair the structure and get it up and runing again. That would take time. Depending on how damaged the structrure was. If it had realy low hp and went into the red then maybe you cant repair it with out a repair vec also. So you could tube a few buildings onto these outposts.Like vec facs etc, sp these on the map would be placed at places where you would be expanding to get a mine. But if the colonists started building large buildings which had the whole collony in they would be spread out. Far distance some time. They would use vecs to travel more i think in op3 so it would be possible for the people to travel back to main base. Also the buildings mite be labs, garages arigome etc.
In op2 there are tubes and this means your allways be building in the same way. If there were big outposts to capture you would be able to control more of the map easy and expand thru the map faster. making it a better game.
also i dont think people in the outpost universe would destroy buildings, at least not the big outpots that often because it makes much more sence just to capture and repair it. m thinkig masive multi multiplayer mode here also. and also larger maps.
Also you would be able to build these buildings, because there just like advanced cc's.
Also you could have probe robots which would be fast and would drive or what evae (could be small spiders) into buildings thru a hole which is made from a unit destroying a door or window etc, like a rpg. these units would go inside the building and locate the power and network cables and try to hack in to the system.
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I really like everyone's ideas, I realize the main topic of discussion right now is the 'window' deal, but I'd like to shed some light on other ideas (lets hope I'm not cross-reading and bringing stuff from the wrong topics... lol
MOBILE/Mini CC's
Hot idea, allows for mining outposts and such to be deployed quickly, and efficently without wasting ore on a full-fledged Command Center (with it's requirement of Workers and Scientists (FOUR workers, and 2 Sci. If I'm not mistaken)) Which is utterly ridiculous IMO. When you want to run a Rare/Common ore smelter, Throw up a Mini CC, and get goin.
A MOBILE CC would be totally awesome. Like a oversized ConVec shaped thinger that you can move into spaces between tubes, and all the previously disabled stuff can be reactivated. You know how we have like Job trailers and stuff now, where they're little 'Outposts' (pardon the pun) of the home-office. Like I just purchased 3 of these cool 30x10 ft trailers to send out to all the big jobs we're doing now (a CVS drugstore, Wal-Mart SuperCenter, and Demoliton of this old K-Mart)and we just roll one of those out there, and my Project Managers have a mobile office to do business in, and conduct business from.
A similar idea implemented into Outpost 2 would be AWESOME. You'd just have to make them SUPER SLOW (Like lower than tiger speed) to prevent them from being misused..
EVAC TRANSPORTS
Renew their name somehow. Do something to make evac transports useful. I mean now they're a waste of ore, but if we made it so you could like export colonists to other bases or something (I dunno, I'm making this up as I go along) Maybe give them some potential as big Cargo Trucks or SOMETHING. I mean that'd be cool...
NIGHTCLUBS
That'd be cool. Mainly because I can't think of anything else right now.. Something to boost morale ALOT.. like strip clubs.. no ok, sry, just playing. But Clubs or reinstate the Forum.. you know the Forum building..
- Christopher D. Merchant
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well they did have RLD (red light districts) in op1, wich basicly is a party club
but in op2 they have the rec facility and the forum that does the same job
moble cc, seems alot like my robo/seed coloney idea, although it would be different, mabe enough to have both units (if that is the case, then the seed coloney would probly only produce moble cc's instead of the full sized cc)
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No offense meant dude, but what exactly IS your robo-seed colony idea? I mean it's like Mount Olympus or something... The fabled Robo/Seed Colony Idea has spoken.. lol Seriously though, I hear about it, but have NO freakin idea what you're talking about..
Panda
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Remember you dont want so much colony management that you get sick of the game after 2 mins
This isnt the place for robo/seed colony start your own thread plz.
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Hmm I do enjoy the idea of windows, would make fun cutscenes and would make elements of the game interesting. I think by that time period (way after 2050 or maybe even 2100) They will have improved glass. Adding onto that gel idea, you would put that inbetween the glass, When it cracks, it expands because it reacts with minerals in the glass, then it hardens and seals itself off. Eventually ppl would come out with like arc torches or something and will redo the window :D.
Sounds like a fun idea!
I don't really think the mobile CC idea would work well; Too much management, and would make long games longer. Nice idea though, :D took quite some thought.
An idea by me: An addition to the spaceport that is built next to the spaceport and has either more launching bays or safer, underground fuel tanks. First of all, when a regular spaceport is attacked, it should explode with tremendous force because of the amount of rocket fuel inside. If it is underground, then it won't have a huge blast, maybe an updraft, but not anything linear. We could also have more storage tanks for kits.
The RLV should have to be filled up with more "fuel" after coming back down from a "mission".
What types of fuel should we use? It has to be reliable and abundant across the Solar system Bob and Terra are in.
Summary:- Improved Glass idea with ambient repair by colonists every once in a while.
- Spaceport addons for fuel and storage
- RLV refueling
- Fuel for rockets
Stormy :op2:
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Stormy you are forgeting about the shock wave made by the explosion. Unless you put it way way under ground then i see it making a nice crater lol. Making the RLV Fuel would keep it from lauching right away which is good if you ask me.
And the Window thing I hope we are talking about a animation or some thing that will just happen in the game with the glass because having the repair tube would be a pain in the ass. I would just fix all the windows with think sheet metal lol.
Personally I dont like the port holes on the tubes in the game.
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But, Imagine how it would look in a cutscene. A contempary styled tube with lots of metal :o . :P Then there is pretty scenery outside, :D.
Well, for the tanks you would actually need a new type of tube for them. They should be unmanned in my oppinion because of the chance of it exploding,They also should be placed a bit away from the colony, with walls built around them.
Summary:- Contempary Tube Joke/:lol:
- New tube for Spaceport
- Unmanned spaceport FUel Tanks placed away from the colony w/ walls around them
Stormy :op2:
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maybe you can make vehicles require power or a energy source. For example Desle or gasolene, alcohol powered,solar, nucular powered ect
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stormy, why did this summary thing of yours start?
anyway, weird dream last night gave me a strange idea:
make a unit that is a combination surveyor and miner. It will automatically start building on the becon after surveying it.
pros:
saves a little time
fewer units to worry about
cons:
unless you know the map, you are not likely to get a 3 bar with the first one
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Moogle the vec have power plants in them they dont use other power sources but there own.
I can see this Surveyor robo miner combo but not at the begining of the game. Have the 2 separate units allows you to explore other mines while building on ones that you want. In case you didnt want to build on a single bar.
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yes, but I figgured eliminating that option would balance out the positives involved with it
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http://forum.outpostuniverse.net/index.php?showtopic=1036 (http://forum.outpostuniverse.net/index.php?showtopic=1036)
this is that robo/seed coloney idea
I did have topics dedicated to it, its just that after the 5th or so time of writeing about it, I decided to just link it to an existing topic
and the reasion I bring it up is because I think its a good idea, and you guys arnt giving me any feedback, so i assume you forgot about it, and I remind you
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I saw coments on it, you must have missed them
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but if you introduce things liek fule for vehicles then you could have things like uranium mines and oil wells, toxic waste dumps. and if you run out of fule then the robot shouldnt be abble to move or in some cases not work at all till you send a refuleing truck to it
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The idea of the seed colony is similar to the idea i had for the Outpost building. Which is a mini colony in its self. Please read my previous post.
Maybe two convecs would be needed to build a new one of these, or a special unit, like a robo seed colony unit, build it at the vec fac then send it to factory to be loaded up.
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the vecs are powered by cool fusion, and thus would never need refueling
needing it would require, in my opinion, a needless sourse of micromangement, plus on a different planet, not only would fossil fuels not exist (it comes from long dead plans) it wouldnt burn in the atmosphere
now ammo on the other hand is a different story, I always thought it was kinda stupid that an rpg lynx could shoot off rocket after rocket, forever without ever needing to refuel
now energy based wes like laser, microwave, and thors hammer, I can understand, but other vecs should have a supply line
mabe it would be invisible drones, that would go from the vec, to the nearest vec fact or garage, and they would periodicly rearm the vecs, this means that the farther away the unit is, the less it gets resupplied, and the drones cant go past enemy units, so that encircling units could starve them of ammo, or at least delay their resupply considably
that would add another layer of realism and stratigy, without adding more micromangement
just an idea
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and an interesting one at that, what about walls? And if th vehicle is destroyed, what happens to the drone?
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A contempary styled tube with lots of metal . Then there is pretty scenery outside
Somehow I don't think we're going for an Art-deco look and feel for the colony. The structures are, after all, built for integrity rather than asthetics. Although I can see what it would look like now:
JOHNY: "Damnit! The CC just imploded!"
ARRON: "Yeah well... at least the lilac curtains are still intact."
Cool fusion would definatly last a long time. Put a gallon of water into it and it runs for a year (would be really helpful for my car now).
I agree about needing supplies for projectile based weapons. Infinite missiles doesn't see quite real to me (unless you've got some sort of replicator device).
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but with a replicator device you go out of OP2 and into Star Trek
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well the drones are invisible, so that you cant attack them, and so they dont get in the way of normal coloney operations (would hate drag selecting my army, and half of the units selected are usless drones)
walls im not sure, they are considered nutral in the game, so you cant have them passible by friendly drones, but impassible to enemy ones
im thinking make is so that if a normal unit can pass somthing, than the drones cant eather, so that if you send your army out to attack, and than you wall off your base, your army is screwed
and if the unit is destroyed, the drones just dissipear
now to wonder about how much ammo the vec would hold, and how much the drones would hold, and how fast the drones would go, and how many drones would be assigned to a vec
btw gameplay wise, it would just look like the ammo count on the vec pereodicly riseing, but less often when the vec is far away from a vec fact or garage
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If the drones are invisible why even have them just leave all the ammo and energy consumtion they way they are. It is mysterious and baffeling.
I dont see a need to make the game to be life like in having ammo and fuels for vecs. Remember it is a game.
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I notised youve gone against every idea ive proposed, do you have somthing against me?
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I have nothing againtist you. I just look at the ideas and give you my opinion based on other games that I have played both good and bad.
Ammo is some thing that alot of people dont like. Even though it makes sence in the real world in the game it just becomes a annoyance. And it makes sence not to have a unit you cant see or destroy. If you want ammo then you would want a ammo truck which is nothing more then a modified cargo truck that has a field of influance and any vec in the feild will have ammo regeneration. Now a M1 Abrams can hold about 20 or so shells. In a tank like those of OP2 where a driver gunner and commander isnt needed more ammo can be held. The Ammo truck would also require a building. A ammo dump or depo. be some what simular to the garage. This building would also have a field of influence much large then the trucks so more of the colony could be protected. As for GPs they would get there ammo by the tubes thus having a unlimited supply.
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just ignore the drone part and have it so that there is an ammo count that wile restock every Xmarks
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Well if i remember correctly we argued the ammo thing till ever one was bored of it and then i posted that the OP2 way of doing the weapons was fine why mess with a good thing. then Levi posted saying that he agreed lol.
sorry thats all i can remember. So many good posts were lost.
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Hrmm.... Let's get the juices going again? Let's think of more ideas and whatnot :heh:..... w00t....
Got quiet in here.... didn't it :P
Stormy :op2:
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that normally means all ideas are done
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well losing alot of the posts didnt help much either
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Yeah, losing a lot of posts (twice) kinda makes you wonder why you spent so much time posting. :(
Anyways, I think that supply idea kinda sucked. It didn't seem to add anything to the game. (At least not anything that sounded too fun). Invisible resupply units just don't do it for me. I also don't like the idea of having to refuel your vehicles. In OP2, they used fusion reactors, and you didn't need to refuel them. I don't see why an OP3 would require refueling vehicles. But I suspect I'm beating a dead horse here. (As animal rights activists come after me for that remark. :ph34r: )
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well we have alot of ideas out there, so what ones do you think will make the cut?
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:( ... I don't know; All those posts were lost..... Hmm... There was one but i forgot what it was about....
Oh!
The colonists walking around was a good idea imo... i don't remember if we completely agreed on that though......
Remember any other ideas??
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I think a colonist infantry unit would be cool. You could make it weak, weaker than the Scorpion even. The advantages would be that they wouldn't show up on the minimap (too small?) and maybe they wouldn't be automatically fired upon by Guard Posts?
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I'm not trying to flame your idea voyager..
but the thing is.... Human lives are too precious to use in battle. It's too risky, and just an easy way to get the remaining human population extinct. This is why they used robots instead of people; Robots can be replaced, Humans can't (yes, there are children and they become adults and whatnot, but that isn't where I am going here...)
Stormy
(/me claps to Voyager for getting the creative juices going :D )
Nice Idea though, it just won't work in the "outpost world" (I could have said universe :P :o)
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so what ideas do you think will make the cut?
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I do not know yet. I'm not trying to sound rude, but we will decide on that later... This is just a brainstorming type time. Heh, I was more eager than you are now when we started... :P
The first thing that has to happen is we need to get completely finished with the story outline (finish the whole rewrite and update a few things on OPU) and then we need a list of the various ideas and whatnot that have been discussed. If someone can work on making this, that would be a great help!
We aren't going to be able to get much farther in development if we don't get the subdomain back soon. Punboy if you are reading this, please try to get it up A.S.A.P....
stormy
(Please forgive me Betaray if I offend you in any way, I'm not trying to hurt anyone here.)
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I dont get offended easily lol
I was just wondering because the creative juces appeared to be tapped out
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I'm not trying to sound rude
You'll only sound rude of you say something like "Shutup, you ass. We havn't looked at anything yet and it's none of your freaking business". To tell you the truth, if anyone posted a comment like that one I'd probably be inclined to permanently black-list them and then attempt to have them removed from the forums. But that's just me.
Moving on, what we need to do is go through everything that's been posted in this topic as well as all of the others containing ideas, filter through the ones that make sense, the ones that aren't practicle and the ones that are just plain stupid (like "you should be able to eat your scientists and then fart them out").
After that list has been created we will go ahead as a team and go through each suggestion determining which ones we will try to incorporate and which ones we will not. After that process has been complete, we will go ahead and see which ideas we wanted to include actually can be included. So it's something that's going to take a little bit of time but we will certainly let everyone know what our decision is.
Now, of course, it's a matter of getting our DevBoard back online. I will create one for us to use on my neptuneTECH servers for the time being until we can come up with a better solution. (the punboy stuff has really thrown us around for a loop so bear with us all).
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I just hope we didn't lose any of our posts and whatnot.... Can someone possibly get onto the server and download all the data in genesis's subdomain? (maybe use root access or something). I just want to make sure that all the files are ok.
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I think the posts maybe lost forever :(.
But any way another Idea from the great freeza lol.
Now i thought of a def againist the ESG. What if there Robodozer is immune to esg but only when they are dozeing. That way they can clear any ESG mines or possibly permant mines in the game. And they does use dozers to clean mines the fast way. Also they have a vec with a bunch of flails that works even better but i thought some thing could be added to the dozer.
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I'm not trying to flame your idea voyager..
but the thing is.... Human lives are too precious to use in battle. It's too risky, and just an easy way to get the remaining human population extinct. This is why they used robots instead of people; Robots can be replaced, Humans can't (yes, there are children and they become adults and whatnot, but that isn't where I am going here...)
Stormy
(/me claps to Voyager for getting the creative juices going :D )
Nice Idea though, it just won't work in the "outpost world" (I could have said universe :P :o)
Didn't they use human soldiers/guards in the novella?
I'm not flaming or arguing, the choices are up to you, just raising a point. :)
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Well, maybe inside the colony itself, but not outside. Possibly on "special occasions" but I doubt otherwise. People are just too valuable to send out like that ;).
Don't worry about flaming or arguing Voyager7456.. :) It's all good
They may have used them inside the novella I think because in OP1 you have police stations and whatnot.. so yea, I think in teh novella it would work, but not ingame unless it were a special circumstance. :)
Stormy :op2:
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A mission inside the colony that sounds uber cool. The lowly worker that fought back a Eden invasion force with his mighty pipe wrench. I smell Half life mod :D.
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well ply invaded edens gulag and ply had comandos with heavy armor that they brought in, and there was heavy fighting in the eden gulag
so mabe not a ground troop role, but a building capture role, which I beleave was stated earlyer in the topic
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I think the posts maybe lost forever :(.
But any way another Idea from the great freeza lol.
Now i thought of a def againist the ESG. What if there Robodozer is immune to esg but only when they are dozeing. That way they can clear any ESG mines or possibly permant mines in the game. And they does use dozers to clean mines the fast way. Also they have a vec with a bunch of flails that works even better but i thought some thing could be added to the dozer.
I MISSED this post. I think this is an awesome idea. What do you guys think? Or is it too much of a "cool" factor.... hm..... I say add it to the consideration list.... but not until you guys talk about it with me ;P
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It's a nice idea but I think it has a few issues. First of all, ESG doesn't last very long, and bulldozers can take a while to doze (based on OP2). There would have to be some rebalancing here in terms of time or function. The flail idea seems like a bit much. Plus, it seems like it would make ESG a little too useless. If you're gonna clear with a dozer, it seems like you should be driving it straight through, and have vehicles follow behind in single file.
Although, I've certainly found myself wishing there was a way to quickly clear ESG, and driving scouts through it seemed a bit wasteful. <_<
Hmm, what about reduced damage to dozers from ESG?
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Science-
Lava Issues referring to units trucking thru dried lava
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Pillow lava (actually the nickname given to lava that flows underwater, but it works for my explaination) typically oozes out of volcanic areas at a slow rate. These lavas are usually composed of denser materials (granite) and form thick lava fields. These lavas dry densely and would basically harden into bedrock. Very drivable.
The mechanisms that drive a volcanic explosion are determined by : depth of magma, composition, pressure, gases. When magma is under pressure for long periods of time, the lava becomes gas-saturated much exactly like a bottle of coke is carbonated. When the colvano erupts, the gasses immediately leave the magma and escape at high velocity due to the change in pressure. Typically lava that comes from these types of eruptions are still heavily saturated with trace gases and are comparatively brittle to other types of lava. A lava field from this type of eruption would be crunchy and difficult to drive thru.
I think this opens up an option to allow volcanoes to erupt in more than one way: constnatly oozing, slow-moving lava that once dried is easy to drive on or sudden, violent, convulsive eruption that blankets an area with brittle ejecta. I kind of like the idea of having more than one lava type. Lava walls to redirect slow-moving flows and then having much more rare, violent explosions that are harder to defend against.
This brings to memory custom CnC maps where meteors constantly rain down on certain parts of the map. It would provide extra strategy in multiplayer too. If you simply drive your tank column directly to the enemy, theyll likely get pumelled by falling ejecta aside from avoiding obvious flows.
Id also like to see additional lighting features: if theres an electrical storm, have the lighting for the map dim and change shade (once again, like Cnc).
This thread is prolly old and dead, but Im bored and needing to flex my geology geek muscle!
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Aircraft.
Ive always envisioned militarized versions of hi-flying atmospheric drones. You could make early available air units look like simply modded weather drones and as the tech tree expands, make them look progressively more specialized (fighters, bombers, scouts, etc).
Look to those US military bots. Theyre basically modded versions of university science weather drones with a maverick missile duct-taped underneath.
I always thought aircraft would be a more reliable, REPLENTISHABLE means of surveying than satellites. IN OP2 the colonies decided to shut them all down anyway (until you send up the EDWARD sat). Arent lynx just modded scouts? It would stand to reason scientific aircraft would be modded into attack craft.
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Building/Unit Evacuate-
Colonists can evacuate buildings or units at anytime. If a building is about to explode, you can remove all staff from them to avoid population loss. However, colonists can only survive for a limited amount of time on the surface due to exposure issues. Colonists do not move swiftly on the surface, so evacuation transports or another building to load into would have to be reasonably close. Colonists on the surface have no offensive capabilities. You could even incorporate "tube exits" to where if a building is evacuated, colonists can re-enter the colony by entering a small building (maybe less than the size of a defense turret) connected to a tube.
This would kinda replace the system of "global population" in that if you build a command center on the other side of the map, colonists magically appear there to staff it. But I suppose this would only really be desired if you wanted to make the game much more realistic.
On second thought, this isnt really a good idea. Since units arent staffed, it doesnt really make sense anyway.
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Thanks for the heads up, Hooman! That's what I get for hitting the forum first thing in the morning :P
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Hmm, some nice ideas. I don't think your evac transport idea is all that bad really. It would certainly give new uses for the evac transport, which seem a little lacking in OP2. Rather than simply building them to satisfy some victory trigger condition, you'd actually have a use for them.
(Btw, you should use the edit button instead of posting 3 times in a row, unless the posts are like a day apart each).
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(Btw, you should use the edit button instead of posting 3 times in a row, unless the posts are like a day apart each).
If I do that, people will be lost and not know where to go to read the next post. I don't post 3 Times in a row though, who did that?
The colonists would be actual Human Models in some LODs. They WILL have pressure suits on, otherwise they would suffocate. This makes many aspects of the game interesting imo.
I'd like to see better unit control, like auto formations, and smarter AI for your own units maybe. That would be cool :)
stormy :op2:
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Lol Stormy. Look up from my post for one that was recently edited. :o
Yes, the smarter AI would be nice. What would be really cool is some auto sorting formations, were certain units would go to the front, and other would end up in the back. Then you wouldn't have to order the units around seperately. Just tell the group where to go, and they'll order themselves accordingly. Say, offensive units to the front for attacks. Offensive (or defensive) units to the back for retreats. And offensive units on either end for escorts of important units. You can also order attack units. So maybe put EMP up front to disable things when you first come in, then have the Thors/RPGs roll up behind and attack.
Oh, and smarter path finding and group movement is also nice. I don't like it when groups travel single file because of obstacles in the way. It weakens your attack force too much.
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we have an evacuate building button, its called idle lol
it also reduces dmg done to that building, ive checked, so for disasters it would help, but it wouldnt do much against an attack
http://forum.outpostuniverse.net/index.php?showtopic=1036 (http://forum.outpostuniverse.net/index.php?showtopic=1036)
btw heres the robo/seed coloney idea again for anyone that hasnt seen it yet
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A better AI would be nice but the player controled vecs should keep there basic AI routes fire when any thing is near and partol and stand guard. :)
A AI that can basicly smash Levi but still play fair would be cool but that would have to be the hard setting.
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it will be awhile before a computer can outsmart a human, and even further before they can outsmart lev lol
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I'm not flaming anything, I just want to end the savant discussion.
The savants only can build what they have "seen" or what is on the planet leftover.. Such as rubble... etc..
The savants are trying to eliminate any threats on the planet (the Elders)
They don't know friend from foe, so all things are enemies...
This is only a SMALL PART of the conflict in OP3.
What do you think?
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er; the savants regard humans as masters or creators or somehting. they were not hostile, and were not limited to what was left on the planet interms of tech. a rtfm moment here....
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Yes but when their protein cores were killed by the blight... they lost the ability to reconize friend from foe.... and in turn, their creators.. So the will attack anything that comes within range.
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their proteen cores wernt destroyed by the blight, they became the blight
and because all their memory and computing functions were the proteen cores, the blight pretty much became a living savant
why would they give a radio transmitter to a being that is their enemy?
but this topic is about new units, not savants, that argument is eleswhare, so we should probly keep it that way
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Uhh betaray, who is "they". If it's the humans you're talking about... they had no choice but to leave a few savants behind in the very first colony because of the rush. It was a VERY rushed evacuation.
They never knew that the savants would become their enemy, and the radio transmitter was left behind in the evac also. Besides, what does a radio transmitter have to do with this? :lol:
Ok guys, This thread is only for new units. Let's keep it that way (Just like beta said :) )
stormy :op2:
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This is "bob" this is no blight here unless you are followins suit and making more blight. How can a savant that never met the blight suffer from its effects.
Now a computer glitch or malfunctionor even virus made by one crazed scientist seems like a better option. Because the savant could then link up with the RCC computers and take over a vec or 2.
AND STOP IT WITH THE BLIGHT LOL its only going to cause this thread to fall into chaos like the info leak.
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Guys, I say it's time to make a new thread. Each time you have a new idea, make a new thread for it. In those threads, do not go off topic, each idea will have their own thread.
As of now, I'm going to go through this thread and the info leak thread and split up all the ideas that aren't insane. They will get their own topic, and yes, the "owner" of the idea will still get credit! :D (any volunteers with this are welcome to help, it's a lot of posts to go through.)
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hmmm if we have to do that then thinks need to be split up in to the catagories of
Units Research Buildings ect then all the threads pretaining to which ever are put into there