Outpost Universe Forums

Outpost Series Games => Outpost 1 & Outpost General => Topic started by: Savant 231-A on October 31, 2006, 01:25:15 PM

Title: How I Think The Campaign Should Look...
Post by: Savant 231-A on October 31, 2006, 01:25:15 PM
Only two games i know has this ability to have the base and units left where you left, built em. (non-op2 game, and few mission in op2-renegades.)

---This is an Campaign related idea---

On the start of the game (or wherever) you build a magnificent base that could hold lava, (blight) enemy for a long time... and you lose it when you play the next mission.
The missions of TFC are on one planet.
So, when your base is built and you finish a mission, the next mission you start, your base will stay put. Every building, wall, defence, unit, ores, trucks will stay where they are.
So every mission, you expand your base (when you have a home mission  (collect ores,  gather troops, send something...) your base will look like that when you play your next mission.

When playing an away mission (relocating base, attacking base, collecting debries, ores,) the base will stay in the same shape how you left it.

This is a question for all:[/size]
Dont' you hate when you have a load of ores, food, defences, people, and when you finish a mission, it's all gone?!

I hate when that happens in op2. :'(  
Title: How I Think The Campaign Should Look...
Post by: Brazilian Fan on October 31, 2006, 03:28:15 PM
Yes, this is good idea.

The save file could include the base's shape when playing a away mission or when passing to the next level. This is only usable when the mission don't include something like 'evacuation'. In a away mission, the base could change a little, because the time haven't stopped.

 
Title: How I Think The Campaign Should Look...
Post by: omagaalpha on October 31, 2006, 04:25:30 PM
Actual could just be missions where away might do mission after that catch up time use.  so after playing away mission you will play in next mission (home)which would catch time it took you to do last mission that was away. So human always be controllening what going on at his base.
Title: How I Think The Campaign Should Look...
Post by: dm-horus on November 01, 2006, 04:43:00 AM
a technical PAIN IN THE REAR! it would be cool, especially if it could be disabled (i dont think everyone would like this on all the time) though.

in games like hw2, the stuff youve built is stored in a file along with upgrade data, damage, etc and i dont think the way op2 works would accept a system like that. totally possible for a sequel tho.
Title: How I Think The Campaign Should Look...
Post by: Savant 231-A on November 01, 2006, 04:45:34 AM
When starting the game, you should start in a small map, when going in advanced missions, the map should expand allowing you to attack, ore....

The same system is used in Warzone 2100.

You use the same base in one whole campaign.
Than when oyu play in a different sector (campaign) you switch base, resources...
Title: How I Think The Campaign Should Look...
Post by: Savant 231-A on November 02, 2006, 07:54:25 AM
I am not a programmer but, who cares, i posted this:
Code: [Select]
}
   }
Build=Edn_CC
HP=1000
Idl=0
Pos_x=34
Pos_y=23
Wrk_=3
Sci_=1
}
   }
}
}
Upgrades= null
Pwr_production=50
}
    }

P.S i suck at writing codes  :heh:  
Title: How I Think The Campaign Should Look...
Post by: Tellaris on November 05, 2006, 01:39:51 AM
Isn't it 4 workers?
Title: How I Think The Campaign Should Look...
Post by: CK9 on November 05, 2006, 03:31:15 AM
4 workers and 1 scientist....I've been playingthe single a lot lately...
Title: How I Think The Campaign Should Look...
Post by: Savant 231-A on November 12, 2006, 03:01:53 AM
Oh, never mind about how much workers, it's about this style of playing. This style should greatly improve realism (not all of us want's to lose a base they made for a much time)
there also i come to an idea to make colony builder, with no mission objectives, just build build, expand expand... or skirmish....