Outpost Universe Forums
Projects & Development => GORF => Hall of Fame => Topic started by: CK9 on July 24, 2006, 10:47:25 PM
-
Okay, here's the idea:
a wall that has a tube running through it. If the wall is destroyed, the tube would still act as any other tube would, and rebuilding the wall would require removing the tube first.
reason: to provided added security to structures that require a tube connection.
pros:
- Line of Sight (LS) weapons cannot hit the structures, as there is a wall completely surrounding them
- Provides more cover for structurs close to an exploding structure.
cons:
- Rebuilding the wall could require you to have a disabled/idled structure for a while
- Repair vehicles would need a hole in the surrounding wall to get in and out--which is only a problem if you don't keep one repair vehicle dedicated to the building inside.
Note: this would only be available with normal walls, as it would be kinda rediculous to do it with a specialized wall. I mean, if you have a lavawall up, a hole in it is the last thing you need :P
*Awaits the imminant critisizm for this idea and any spelling/grammer errors which may be pointed out for no reason in particular*
-
I think this is a cool idea, I hate how you have to have a gap in the wall to have the structure good to go. It would also allow you to build GP's along the outside of your wall, and give each one a direct tube connection to the CC.
-
Sound like good idea and special make hard enemy take out structure :P
-
why make it impossible to build a wall over a tube (two seperate steps)?
removal of tubes can be quite annoying.
-
just letting you know, you can build walls around gp's with no gap in between, of corse if you need a wall all the way around a gp, and are expecting attacks on it from all angles, I doubt that your defence is very strong anyways
-
Exactly you can, but then you can't connect it to a tube for the +50% damage. This would enable that.
And this would prevent an enemy from simply going around the wall with a StarFlare and annihilating your carefully built defenses.
-
well at lets build gates to controlled who goes in coloney or not :P
-
why make it impossible to build a wall over a tube (two seperate steps)?
removal of tubes can be quite annoying.
Well, the way I see it, if you had to rebuild the wall around the tube, it would take longer, as it would be harder to work around the tube than to just rebuild the tube-wall
-
well at lets build gates to controlled who goes in coloney or not :P
Gate And tubes are both good ideas. IMO we should implement both.
-
IDK, gates makes me think of the Age of games...then again, it would be rather interesting to watch the gates slowly opening to let your vehicles pass through...
-
amazing make me think of same thing too lol but basic type defense you would do.
-
I think we should have a better defence system for op3, in op2 basicly its walls and gp's which dont do much, having tubewalls and gates would be pretty fun imo
-
I don't know about tubewalls, but I like gates.
I could see people taking advantage of tubewalls and encasing all of their structures in walls 6-layers thick.
-
Um you people realize the tubes are under ground the image of the tubes you see is only a representation of the tubes location its not this big ass hump the vecs drive over. Wall and GPs are what every one has used in games and real life. GATES now that is a great idea that way you can safely enclose your colony. but the gates how ever should only open to the player that built them not just any one like the door are the super market. i would think that gates would require power as well.
-
Yeah, we know the tubes are underground. I think we do.
Gates should be manually opened, but should have an "Auto-Open" button that makes it open for the owner and maybe their allies automatically. Like how GPs fire automatically but can be told to fire at something else.
Which reminds me: GPs need to act more like units. (In other words: Manual firing sucks! If you click stop so you can choose a different target, it goes back to shooting before you can give it a new order.)
-
Good point gate need power to open and close.
Player who build is one few could use but between player where allaince is set between players that open for them too.
-
Yeah, we know the tubes are underground. I think we do.
Gates should be manually opened, but should have an "Auto-Open" button that makes it open for the owner and maybe their allies automatically. Like how GPs fire automatically but can be told to fire at something else.
Which reminds me: GPs need to act more like units. (In other words: Manual firing sucks! If you click stop so you can choose a different target, it goes back to shooting before you can give it a new order.)
Perhaps a "Lock Gate" function ALA AoE2
And can't you just issue another attack command? I don't think you have to hit stop first.
-
Gate over ride by scout?
the gates wouldnt have to be locked because they can be blownup and the fact they should only open by command of player or proxemity of players units.
-
But it could be locked to prevent units from accidentally opening it - I know in Star Wars Galactic Battlegrounds, I hate it when my stupid stupid units go chasing the enemy and stand in the middle of the gate shooting so the enemy can walk through -_-
-
I dont see why scouts would be much help, as a gate would almost always have gp's defending it. and if you have enough firepower to take out the gp's, you can take out the gate
-
scouts have a greater range then gps
-
Yeah, we know the tubes are underground. I think we do.
They do? :oops:
I must have missed that somewhere...but then, why can't you build a wall over a tube?
-
Tubes go between buildings why would you want to build walls all between your buildings in your colony making any kind of movement to repair and build retarded
-
personally, I'd like to wall off structures that will destroy others
-
you can just build them 3 or 4 squares out instead and avoid them taking out any thing. you only put the Adv lab next the the base in rush games
-
I think what we're trying to get at is tubes in walls for your GPs spaced around your base, so that if one gets taken out, the tube link to the rest up the line isn't taken out. Also means you don't HAVE to have a gap in your wall to have a tube go trough to your external GPs
-
exactally!
-
Seeing as tubes run under the ground why would you need a tube in a wall. And the only reason you cant do that in op2 is the tile type set for tube and impassable
-
Seeing as tubes run under the ground why would you need a tube in a wall. And the only reason you cant do that in op2 is the tile type set for tube and impassable
Caching! (you know - that cash register sound? :find: )
Also, the other point in this is that instead of ordering the earthmover to build a tube, then to build a wall on top of it (IF and WHEN we can), you just give it an order "Build Tube-Wall" - it builds a tube, then builds a wall on top of it. Saves time :rolleyes:
-
Combining both i dont know about that
-
Why not just make the whole thing simple and haev arube running in all walls?
-
lol, that would cost more
-
tubes dont run through walls tubes supply power and a way for the workers to move about. Seems all rather pointless to be building tube in defencive objects like walls.
-
I still say that there should be some kind of tube-wall so you can completely wall off structures if you would like to, even if it is weaker than a normal wall
-
If the tubes are running under ground and the game is made so that the tube are under ground and not looking like there half way buried then there is no need for a tube to be running through a wall.
-
so your saying just be able to build walls over tubes
well there should still be some way to tell if a wall has a tube under it or not
-
Neon sign stating "TUBE HERE!!"
-
At some point Stormy mentioned an underground view showing the tube system. There's your answer. The tubes are shown in the underground view, and the walls are shown on the surface. No big deal about where the earthworker builds, or having the tubes go through the walls - they go under it.
My question for Stormy is, if there is an underground view for tubes, how do we go about building tubes? Perhaps instead of building the tubes tile by tile, tell the Earthworker "connect X structure to Y structure with tubes" and it digs a really deep ditch in a straight line (unless there is obstructions, in which case it goes around) between the structures, and then sets the tubes in, and then buries them? And if a tube connection already exists it says "thats already connected, moron" or something to that effect.
-
Thats an interesting way of doing it. SimCity 2-4 did an underground system well (but it didn't have units to build things). Another idea is to keep the tile system and the underground view would show the tubes while the surface and buildings would be wireframe.
-
Haveing a tube go though a wall is not posible, but it would be nice to have a wall over a tube so you dont have to build the tube all the way around the base and out. The gate is a good idea to.
-
...and it digs a really deep ditch in a straight line (unless there is obstructions, in which case it goes around) between the structures, and then sets the tubes in, and then buries them?...
We need chunnels, so it gets done all in one go.
-
Why dont we just add suspention bridges in while we are it
if you can sence the sarcasm in that ill hand you a shovel because your hip deep in it.
-
I know you guys are being sarcastic, but what if we could build briges two conect two cliffs?
-
that kinda defeats most map styles
-
Nvm then.