Outpost Universe Forums

Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: lordpalandus on March 27, 2012, 01:35:03 AM

Title: Patch: Improved GPs
Post by: lordpalandus on March 27, 2012, 01:35:03 AM
Patch Idea
Title: Patch: Improved GPs
Post by: Hooman on March 27, 2012, 01:45:32 AM
I should point out there is already a damage increase when a Guard Post is connected to a Command Center. I believe it was a 50% damage increase.
 
Title: Patch: Improved GPs
Post by: lordpalandus on March 27, 2012, 01:47:03 AM
Oh I know that, it was a greater increase in damage past the +50% that I was thinking of..
Title: Patch: Improved GPs
Post by: Hooman on March 27, 2012, 01:47:59 AM
Ok, just making sure people were aware of that.
 
Title: Patch: Improved GPs
Post by: Highlander on March 27, 2012, 02:31:06 AM
Due to weapons, Eden's GP's are already more than strong enough to handle a Plymouth assault.
Plymouth on the other hand, could really need a boost to theirs.
Title: Patch: Improved GPs
Post by: lordpalandus on March 27, 2012, 08:23:53 AM
Particularly late game when their best weapons are one-use weapons.
Title: Patch: Improved GPs
Post by: CK9 on March 27, 2012, 11:27:29 AM
I personally thing that the range increase would be most useful.
Title: Patch: Improved GPs
Post by: lordpalandus on March 27, 2012, 11:38:31 AM
That or you could design it to slowly self-repair itself... though that would proly be hard to program.
Title: Patch: Improved GPs
Post by: CK9 on March 27, 2012, 12:20:12 PM
(department of redundancy department :P )

From what I was told before, that wouldn't be too hard to program.  Not sure what kind of impact it would have, though.
Title: Patch: Improved GPs
Post by: lordpalandus on March 27, 2012, 12:25:50 PM
Well it'd have to be a slow repair say 1 HP every 2 seconds. Not very useful in combat but good for getting up and going again between combats. Also good for getting it out the 'red' damage zone and back into the fight.
Title: Patch: Improved GPs
Post by: TH300 on March 27, 2012, 04:48:47 PM
Increased range lacks a scientifically correct explanation. Why would a guardpost suddenly fire one tile wider, without a change to the weapon?

Increased rate of fire will give the Acid Cloud an advantage whereas giving ESG no or a very small advantage. This would make Eden stronger in mid/late game. Depending on whether Eden or Plymouth is currently stronger in mid/end game this could be a good or a bad change.

Even more damage could be an option. Maybe after an additional research.


Note: I think that the GP is currently underpowered. But a modification to it has to make sense.
Title: Patch: Improved GPs
Post by: CK9 on March 27, 2012, 04:53:51 PM
justification on range: transmitted controls are less reliable and therefore range is limited to preserve accuracy.  With connected communication between gp and cc, the controls are more reliable and therefore more accurate, allowing for less range restriction.
Title: Patch: Improved GPs
Post by: TH300 on March 27, 2012, 05:06:33 PM
Thanks a lot. Good that I didn't vote, yet.

I like the increased range idea, because currently guardposts have a disadvantage against vehicles because of their immobility. Increasing their range would take away part of that disadvantage.
Title: Patch: Improved GPs
Post by: Highlander on March 28, 2012, 03:01:52 AM
The problem with GP's is that Eden can easily take out a defensive line (2 walls with a GP behind it). While plymouth has a much harder time doing this.

So, I believe that if we increase anything to do with GP's, we will only increase this difference and thus make it even harder for Plymouth to assault a defensive line.
Title: Patch: Improved GPs
Post by: lordpalandus on March 28, 2012, 11:01:28 AM
Well then obviously you have to do the upgrade to GPs plus a change for plymouth to balance it out... like the "minefield" idea where you can have a line of supernova turrets out somewhere producing no light and auto-targets and autofires when units get within range.