Outpost Universe Forums

Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: DartStriker on September 21, 2009, 11:32:00 AM

Title: Unit Ideas?
Post by: DartStriker on September 21, 2009, 11:32:00 AM
Disclaimer: This is not a project, just for fun. I wanted to get a discussion going with other people about OP2 because it's a very wide topic with a rich story.

After playing a few rounds in multiplayer with my girlfriend we got talking about what if it was possible to add new units, and what they would be. I figured I'd share the ideas and see what insight or ideas you guys had. I put this hear because this isn't intended for one of the ongoing projects, just something to talk about. :D

Eden:

Missiles:
- Odin Spear
Odin's Spear is the accumulation of the meteor defense system lasers and the RLV re-entry  systems. A laser array is housed inside the body of the rocket, and it has a large enough fuel system to leave the atmosphere then re-enter. Upon reaching it's target the body of the rocket splits open, and the laser array cast down a storm of lasers. It's not very accurate however.

Buildings:
-Arboretum
There are two things a colonist need: Someplace to boost their moral, and air. With this simple idea scientist worked on a plan for an arboretum. The Arboretum is a large agri-dome like structure that is filled with hydroponic gardens. The larger dome allows for trees to be grown, greatly increasing the air supply and giving a nice park for the colonists. It ads a very small amount of food and adds a moral boost.


Plymouth:

Arachnids:
- Tarantula
After the development of Eden's Acid Cloud the spider and scorpions find themselves very vulnerable. So, sacrificing the ability to produce three cheap units they create a multipurpose arachnid. The Tarantula is the tiger of the legged robot world. It mounds dual turret scorpion lasers and has a large defensive hull. It's also capable of capturing enemy units, however this ability is less effective than the much more agile spider.

- Ticks
Yeah, ticks aren't exactly arachnids, but I think it's forgivable. The Tick is made for primarily defense purposes. It's much like a starflair or supernova. The small robot burrows into the ground leaving a small sensor above, when an enemy unit is near, the tick will ignite and act as a mine to destroy anything in range.

- Black Widow
Another one time use arachnid, this one paralyzes it's foe. It will walk to it's location, where it will bore itself slightly into the ground resembling the shape of a small tank. However, when it's sensors are activated it will release a shock wave of EMP to disable enemy units.

- Centipede
Again, not an arachnid technically, but hey. This slender legged robot is a single use disaster. It will travel out to the location it needs to, then use it's extended body shape to burrow itself nearly completely into the ground. It's body then sits dormant until a threat arises where it uses specialized technology to create a mild tremor to destroy or weaken enemy units.

Turrets:

- LRC
With the threat of the Thor's Hammer Plymouth needs a unit that can even the playing field. The Long Range Cannon is their answer. The LRC turret can be mounted on the standard combat chassis as well as guard posts. It has large attack power, and an even larger attack range. However, due to it's artillery nature it also has a large reload time.

Both Colonies
-Convecs/Buildings
To save one resources and space, scientists worked with making expansion kits to add to already established structures. The convec is given an upgrade to be able to hold an Expansion Kit and apply it to a structure as well. The EK holds different purposes and is only compatible with certain structures. Also, to protect colonists from ongoing construction, the building is temporarily idled.

Examples:
Built in Turrets - Command Center: Gives the CC a way to defend itself. (Probably with just lasers/microwaves.

Apartment Upgrade - Residential: Adds to the Residential Capacity.

Hospital Upgrade - Medical Center: Upgrades the medical center into a full fledged hospital.

360 Degree Attack Radius - Guard Posts: Replaces the standard single shot turret with a 4-point turret capable of attacking in four directions at once.

Combat Chassis:
- Leopard
The uneven terrain and walls become a problem for some military units, so to counter this scientists develop a hovercraft capable of hover locomotion that can travel over low standing structures. This new combat chassis, the Leopard is very expensive, however. It makes up for it's price in a huge speed and movement bonus of the Tiger.
Title: Unit Ideas?
Post by: Hidiot on September 21, 2009, 12:07:32 PM
I would direct you to the search option for each of your ideas. You will probably find most of them among the "Rejected!" pile.

I'm just saying this nicely, before someone else comes and tells you the same thing in a less calm tone.

That's not to say a mine laying system, for instance, would be that bad. It's directed towards destroying enemy vehicles, so it's not hurting the colonists directly and they probably know how to make them.
Title: Unit Ideas?
Post by: Angellus Mortis on September 21, 2009, 12:35:20 PM
Well... i personally like most of the ideas. I have not read everything in the forum, but  OP2 does need something like an expansion when it comes to core game units and buildings.
Title: Unit Ideas?
Post by: DartStriker on September 21, 2009, 01:01:29 PM
Hidiot:
Eh, wasn't sure that starting discussion as against the rules. Like I said these were just some ideas I had and weren't aimed towards a new project or anything just a sort of wish list to talk about things.

angellus:
Yeah, I think anyone would agree with that. I get frustrated when the game gets at a fast pace and you can't keep up with your moral because the nursery is in overdrive.

Another thing that would be neat is to add the need for air, like the CHAP in OP1.
Title: Unit Ideas?
Post by: Sirbomber on September 21, 2009, 02:52:25 PM
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Hidiot:
Eh, wasn't sure that starting discussion as against the rules.
I'm just letting you know, I'm showing great self-restraint in not tearing you a new one for that comment.  Hidiot was just trying to prevent you from getting flamed to a crisp by someone like me.  Point is, when someone is trying to look out for you, don't make snide comments like that.
Title: Unit Ideas?
Post by: DartStriker on September 21, 2009, 03:51:34 PM
Sirbomber:
Well, I should have expected a reception like this. Listen, I will first off apologize, after reading that comment it is worded in a way that comes off rude, I was merely trying to point out the fact that this IS NOT a topic for some thing I am planning, or asking for help to make a project out of it. It's simply a conversation starter to geek about OP2 with people who are as enthusiastic about the game as I am.

It's really frustrating to join new social groups these days. I mean Honestly, the first thing I get a warning that I'm going to be flamed. And Hidiot, I appreciate the fact that you were warning me. But, First off I shouldn't have to even worry about that. I specifically posted this topic here for the reason that it's not asking for help, not a project I want, not asking if it's possible to make these units or to include them in several other projects here.

Again, I apologize. I'll choose more carefully what topics I start in the future.
Title: Unit Ideas?
Post by: Spikerocks101 on September 21, 2009, 09:23:38 PM
dont listen to hidiot or sirbomber, both are great friends and better enemies (you might get something from Arklon as well, but less likely). I always like imagination, espially with my favorite game. Think your Lepord idea is retarded, since every one knows that lepords dont hover, they fly. J/k. I think buildings with self defence is a major thing needed in such a critical time period, for not all colonies have enough resourses to operate GP or get vechile factories, some jsut might be pretty peaceful, and have important buildings have some defence so that annoying star flares dont creep up. mines are to powerfull, unless the common thing of scouts can see them, and worst yet, fast, portable mines would be kill. what you need is starflares to have the ability to bunker in and cloak them selfs, and tiger star flares have 2 shots (becuase they have 2 freaking bombs on them). good ideas, but LRC is a to powerful responce for Thors, espially since there is no atmospher and probably not enough gravity to pull a missile back down, unless its a tomahak missile, and in that case, would be to uncontrable with litttle air.
Title: Unit Ideas?
Post by: Hooman on September 22, 2009, 12:19:28 AM
I really think these topics shouldn't lead to flamming, even if some of it is a repeat of ideas that have been posted before. There are a lot of topics on the forums, and quite frankly, the search feature sucks, and trying to find what you want, even when you know it exists beforehand, is not always easy. Besides, they weren't here to enjoy those long dead conversations, just like some of the other new people weren't here to enjoy them. Plus it's not nearly as fun to simply read threads from years ago as it is to start a new conversation. Why not let them have one again? You can always ignore it if you're satisfied after the last time.

Plus..., if you've such an avid fan of the search feature, why not use it yourself and link to the topics that you know already exist for reference. ;)


But yes, I suppose I do understand the replies, and half expected them, which is kind of a bad thing. Still, every time someone suggests something new, it always seems to get the same old "changing anything would ruin the game!" response. Sure, I can understand some of you are die hard fans, but you shouldn't be so against merely talking or dreaming about changes. It's not like any core gameplay feature changes (if any were actually planned, built, and tested) will make their way into an update, at least not in anything more than an optional addon mode. Besides, considering the low popularity, bugs, lack of support, no map editor, somewhat odd in game options (starflare tigers?), odd controls (cargo trucks?), and lack of balance, I don't see how people can maintain that little to nothing should be changed. Sure, I've loved Outpost for many reasons, and always enjoyed playing it for countless hours, but I don't find myself recommending it to other people as a great game. It's more one of those odd ball, off-the-beaten-path ones that some people seem to really enjoy. Sure, I can tell lots of effort went into it, but it never quite got the polish that some other games got (like StarCraft, which for some reason a lot of people here really hate).


And Hidiot, your response was not exactly nice, although... I do suspect that Sirbomber's response would have been worse had yours not come first. Still, both of you try harder.



As for the 4 pointed turret idea, I think that would be a waste of resources. The enemy usually attacks from a known direction, along which turrets tend to be clustered to form a wall. It doesn't make sense to build weapons that are pointing back at your own base. If for some reason you have a GP that can and will be attacked from all 4 directions, it's probably your only building left, in which case you've basically already lost.

I would have liked Convecs to be able to carry extra kits, or some similar solution that could reduce the number of convecs needed in land rush games. Most games with pre built bases only tend to have 2-3 convecs for much of the early part of the game, which works out to generally how many a single structure factory can feed. In land rush games, you often end up with 6 convecs left over, half of which never have anything to do.
 
Title: Unit Ideas?
Post by: DartStriker on September 22, 2009, 02:14:05 AM
First off, let me just apologize for my reactions earlier, some added stress on my day caused my temper to flair and I wasn’t very nice in return. So Hidiot, and Sirbomber I apologize. I don’t want to make enemies, or to cause any drama. There isn’t any need for it. It’s hard to know what is acceptable in the status quo of certain groups, and the only real way to learn is to test the waters, and sometimes the unwritten rules are the hardest to follow when you’re new. So, I’m going to leave it at that, and simply respond to the on topic posts from here on out.

spikerocks101:

Quote
Think your Lepord idea is retarded, since every one knows that lepords dont hover, they fly. J/k.

How could I overlook such common knowledge? It must have slipped my mind. :P
Flying units in general, however, would be cool.

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I think buildings with self defence is a major thing needed in such a critical time period, for not all colonies have enough resourses to operate GP or get vechile factories, some jsut might be pretty peaceful, and have important buildings have some defence so that annoying star flares dont creep up.

I’m not sure that all the buildings need self defense, just the few core buildings that you really need to survive. That and a nursery would just look silly spewing lasers. That, and think about the negative effect on the children? :P The Command Center, Smelters and Structure factory are really your key to survival so they would be the ones I would see getting such an upgrade, especially the CC.

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mines are to powerfull, unless the common thing of scouts can see them, and worst yet, fast, portable mines would be kill. what you need is starflares to have the ability to bunker in and cloak them selfs, and tiger star flares have 2 shots (becuase they have 2 freaking bombs on them).

By mines do you just mean the tick, or any of the one time use arachnids I listed? I assume you mean the ticks, if so, I imagine them to be fairly weak both offensively and defensively and even smaller than a spider. The use I saw was to place them a small ways outside of your base, so that you can bang up some oncoming tanks while you get your attack units out there to get the rest of the work done.

The idea of scouts being able to detect the mines would be great, and help balance it out. Since arachnids are a Plymouth deal, then sending out a scout followed by some acid clouds would easily get rid of the ticks. (I hear a pair of needle nose pliers and a hot knife work well also.)
The idea of cloaking is really something I never thought of, it would make the starflairs/supernovas a bit handier. Then again, I find them hard to use on their own unless you are on a sabotage mission to take out some tokamaks or a few guard posts.

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good ideas, but LRC is a to powerful responce for Thors, espially since there is no atmospher and probably not enough gravity to pull a missile back down, unless its a tomahak missile, and in that case, would be to uncontrable with litttle air.

As for the LRC being too powerful, I was sort of expecting that kind of answer. I tried to make up for it with the idea of a very long recoil, and the price of the unit being more than a Thor’s Hammer, so you would only be able to make a few provided you weren’t rolling in ore. Gravity, on the other hand, is more of a case of the planet’s size if I’m not mistaken, so I’m not sure what effect that would have. Then again, I didn’t even consider the fact that New Terra is nearly airless. I guess having an atmosphere at all times spoils me. :P

I really can’t think of too many things that match the sheer coolness of artificial lightening cannons without getting too extreme.

Hooman:

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As for the 4 pointed turret idea, I think that would be a waste of resources. The enemy usually attacks from a known direction, along which turrets tend to be clustered to form a wall. It doesn't make sense to build weapons that are pointing back at your own base. If for some reason you have a GP that can and will be attacked from all 4 directions, it's probably your only building left, in which case you've basically already lost.

Yeah, it does seem that that would be a fairly useless upgrade after looking at it in that aspect. And technically if you build your colony well then the enemy should only have a few choices of where to launch an attack, therefore those areas would be heavily guarded. Perhaps a more suitable upgrade would be a dual-turret weapon to give your tower the power of a tiger? Or if anything, another boost in hit points, since the tower can easily be overwhelmed by tanks.

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I would have liked Convecs to be able to carry extra kits, or some similar solution that could reduce the number of convecs needed in land rush games. Most games with pre built bases only tend to have 2-3 convecs for much of the early part of the game, which works out to generally how many a single structure factory can feed. In land rush games, you often end up with 6 convecs left over, half of which never have anything to do.

A research to increase the capacity of a convec giving it the ability to house two structure kits? Then again… you have to figure that a structure kit is going to be fairly big, especially with buildings like factories and smelters. As for a solution to the land rush convec overkill, what about an upgrade to the Gorf allowing it to recycle vehicles for metal. This wouldn’t just be a good boost in your wallet, but also be useful to clear up some clutter later on. For example, once you launch the EDWARD satellite then the Surveyer becomes useless and just gets in the way unless you tuck it into a garage, or say you build a Geo-Con only to find out there are no fumaroles on the map you are playing.

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One thing I forgot to add to my initial list was the addition of new items for the Consumer Factory. To me, this is one of the most useless structures in the game, and really only good to get when you have more workers than you know what to do with, but the fact that it can’t auto build makes it just another thing to remember to do in your daily colony routine. Instead, what if it was worth your time to use it? In Outpost I you could build medicine in the UG Factory that was supposed to help your colony, what if building medicine in your consumer factory took some of the edge off of your medical centers for a short period of time?

Or what if you want to get really far fetched, build robots to help in your colony. In the story it mentions a robotic teacher with her students, perhaps building robo-nannys would help improve morality and quicken the pace your children become workers. Or robo workers to help speed up production in factories?

At any cost, wonderful replies it’s really got my gears going. The thing that keeps me coming back to outpost is that false sense of realism the game gives you. And with such detail put into every bit of research, each unit, and the amazing novellas that give you the story it really leaves endless possibility.

 
Title: Unit Ideas?
Post by: Hidiot on September 22, 2009, 06:27:28 AM
I tend to be inappropriate and rude. It gets worse by the day, but let's not get into that.

A few major aspects that need to be considered (from my point of view, at least), are realism or plausibility (since we're talking about the future, it tends to need plausibility more), use(s) other than eye-candy (heck, even Light Towers have a use, they illuminate) and a good enough reason for a space colony to want to employ the use of the thing you suggest.
I would also add that most colonists from either side does not want the other side to be completely eliminated, or even hurt, population-wise. There's about 300 humans left, how many people would want that to drop? Even I, who thinks that there's way too many people on Earth today, wouldn't want the whole mankind endangered as such.
This, strictly on a non-game basis.

If we go to the game basis, there's balance to achieve. It is true that the two factions are kind of unbalanced, depending on time passed (the balance shifts from Plymouth to Eden as a game goes on). Then again, EMP Missiles can land anywhere on the map, whilst the Meteor Defenses can only cover so much. The sides are unbalanced because (probably among other reasons) the game designers though that Plymouth's Spiders and Scorpions would make up for Eden's weaponry... Which they don't.


So, maybe it's just me, but there are some limiting principles to how far you should go with your imagination. I've worked on a space station project and I know how some ideas look very appealing, but they present some nasty flaws, mostly regarding the laws of physics and plausibility.

Now, if I'm really that bad, just tell me to stop and I shall stop posting (Via PM, preferably).
Title: Unit Ideas?
Post by: Sirbomber on September 22, 2009, 07:19:27 AM
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Still, every time someone suggests something new, it always seems to get the same old "changing anything would ruin the game!" response.
That is not the problem.  I would like a new idea for a change.  The problem is nobody suggests new ones anymore.  You could find all of these ideas (or something similar) in the Genesis dumping pile.  Sure, I could be nicer about it, but who among us hasn't gotten sick and tired of hearing the same ideas repeated over and over again for the last 3 years?  I also agree with Hidiot's thoughts on balance and realism.
Title: Unit Ideas?
Post by: Highlander on September 22, 2009, 08:38:00 AM
Heh, I always find it intriguing to see people flame off the newcomers.
Did anyone ever think about why this community is dwindling so much.. ?
These forums aren't exactly friendly :(

Let's face it, even if the guy had used the search option and posted his ideas in an old thread, he would still have gotten flamed for restarting an old thread. In either case it's not a good starting point for having someone come back.



And does it truly matter if someone posts in a 2 year old thread ?
Does it really matter if a newcomer posts his new, but to us old, ideas ?
All you have to do is to ignore it..

Let others have some fun with their ideas as we did when this community was younger.


 
Title: Unit Ideas?
Post by: Angellus Mortis on September 22, 2009, 09:27:42 AM
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Sure, I can tell lots of effort went into it, but it never quite got the polish that some other games got (like StarCraft, which for some reason a lot of people here really hate).
I know why people here seem to hate it. StarCraft is first off made by Blizzard (sad to say) which makes people look down on it. Blizzard is a company of money grubing whores. Battle.Net used to be awesome before the biggest epic failure ever: World of Warcraft. Also, StarCraft gets old, fast. I love StarCraft and I cannot wait till SCII comes out (it has been pushed back to spring of '10 I think) and it will be awesome. StarCraft, for whoever wants to b**** about it, needs to be respected. It has earned it. I can really understand why people can hate it. It was one of the reasons OP2 did not earn the respect it should of (they came out the same year). StarCraft is not OP2, they are too different from each other. SC is all out fighting and OP2 is colony based. I mostly prefer OP2, but I will still defend SC.
Title: Unit Ideas?
Post by: DartStriker on September 22, 2009, 09:56:00 AM
Hidiot:

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A few major aspects that need to be considered (from my point of view, at least), are realism or plausibility (since we're talking about the future, it tends to need plausibility more), use(s) other than eye-candy (heck, even Light Towers have a use, they illuminate) and a good enough reason for a space colony to want to employ the use of the thing you suggest.

The whole aspect of trying to add realism and plausibility should, if it isn’t already, be a basic rule of science fiction. A bit of the reason why some flashy Sci-fi series/games don’t appeal to me. They seem to focus on the cool-factor rather than the realism-factor. But then again, it also depends on your target market. However, how many times have things been created because on paper they looked both plausible and useful, but turn out to operate under par? It would make for an interesting bit on the history of an item is it ran out of funding, or was released prematurely and then later you get an upgrade to finish it via research. (In the game that is)

Wow, that sort of sounds like OP1, minus the fact that it never got that upgrade. :P

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I would also add that most colonists from either side does not want the other side to be completely eliminated, or even hurt, population-wise. There's about 300 humans left, how many people would want that to drop? Even I, who thinks that there's way too many people on Earth today, wouldn't want the whole mankind endangered as such.
This, strictly on a non-game basis.

I couldn’t agree more, and I think that is, for the most part, human nature. Of coarse there are always exceptions, but I think the general populist has it programmed that we can’t kill off everyone because we need to survive. Not only that, but it’s pretty much a given that killing is bad. Though, desperate times call for desperate measures. Like that gene bank fiasco with Eden.

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If we go to the game basis, there's balance to achieve. It is true that the two factions are kind of unbalanced, depending on time passed (the balance shifts from Plymouth to Eden as a game goes on). Then again, EMP Missiles can land anywhere on the map, whilst the Meteor Defenses can only cover so much. The sides are unbalanced because (probably among other reasons) the game designers though that Plymouth's Spiders and Scorpions would make up for Eden's weaponry... Which they don't.

At least the weapons are unbalanced, from a colony standpoint I’d say it’s fairly even. Getting and maintaining moral for each colony doesn’t seem to horribly different. Eden has advanced labs and the consumer factory, and Plymouth has forums and if I’m not mistaken an overall moral boost.

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So, maybe it's just me, but there are some limiting principles to how far you should go with your imagination. I've worked on a space station project and I know how some ideas look very appealing, but they present some nasty flaws, mostly regarding the laws of physics and plausibility.

I agree to a degree. Imagination in itself is limitless, it’s what makes us human. Well, along with a few other quirks. But at any cost, any idea can be shaped to fit the guidelines of the Outpost world. I mean… even an alien race.

Angellus

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I know why people here seem to hate it. StarCraft is first off made by Blizzard (sad to say) which makes people look down on it. Blizzard is a company of money grubing whores. Battle.Net used to be awesome before the biggest epic failure ever: World of Warcraft. Also, StarCraft gets old, fast. I love StarCraft and I cannot wait till SCII comes out (it has been pushed back to spring of '10 I think) and it will be awesome. StarCraft, for whoever wants to b**** about it, needs to be respected. It has earned it. I can really understand why people can hate it. It was one of the reasons OP2 did not earn the respect it should of (they came out the same year). StarCraft is not OP2, they are too different from each other. SC is all out fighting and OP2 is colony based. I mostly prefer OP2, but I will still defend SC.

Never knew SC and OP2 were released around the same time, OP2 was released when I was like 6, and I’ve been playing it just about as long. I also had starcraft, which is fun for some all-out warfare. Not to mention all the mini-games that people created online. It was a good game, but your right, the re-play value is very low. But I agree, comparing SC and OP2 is like comparing apples and pears. (I’d say oranges, but they aren’t that far different, but enough to count)
Title: Unit Ideas?
Post by: Sirbomber on September 22, 2009, 10:01:47 AM
I'll admit I would like some non-modular combat units.  Artillery/sniper units really don't work too well in OP2 since you could just spam those weapons on Lynxes and kite your enemies to death.
Title: Unit Ideas?
Post by: DartStriker on September 22, 2009, 10:20:42 AM
Yeah, I thought about that too with the idea for the LRC, how if you had the ore just pump out a truck load of them and just have at your enemy. The modular concept is pretty cool, but a bit limiting as well.

Though, if the design of the game hadn't had modular weapons then they would have run out of big-cat names I'm sure. :P
Title: Unit Ideas?
Post by: fallenangel on September 22, 2009, 01:18:48 PM
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Heh, I always find it intriguing to see people flame off the newcomers.
Did anyone ever think about why this community is dwindling so much.. ?
These forums aren't exactly friendly :(

 
I agree I've always felt like new comers were always either ignored or absolutely tear them apart. that is mainly the reason why i don't post ANYTHING on these forums by just the fear of being blown off. I think N00bs should be given some friendly space.
Title: Unit Ideas?
Post by: Spikerocks101 on September 22, 2009, 01:29:28 PM
holy crap, its hardly been a day, and its feels like you guy's are writing a novel. Heres ideas I had before:

Trains: I would think the fastest way to travel in more permanent collonies would be by track over bumby road. What you have is a rail way going form your colonie to other colonies for fast resourse, troop or even population transfer. This allows for more spread empires to still be able to help each other in times of need. You can also use the train to get resourses from your mines to you smelters, and able to have mines far away, with out the need of hundreds and thousands of Cargo Trucks, but just 1 long train that can carry 10,000 resourses a run. You can customize the cars, from resourse (carries 1000 per run), to passanger (carries 500 resourses and 50 people), vechile (can carry 2 light or 1 heavy vehicle) and military (has a turret and can carry 1 light vechile, if lynx, adds second turret). The track would have to have a slow bend rate (like the one in sim city) and a terminal on each end (or a mine terminal). this wouldnt get rid of cargo trucks, since it would be fast in short distances to use them (like power housing a mine with 3 smelters).

Embassy: This is one of 3 buildings required for complete trade. What it does is opens talk between other colonies, most used for talks between Eden and Plymouth. It allows you to set moods with other countries, like Trade, Peace, Blockade, and War, and gives diferent options for each choise, like with Trade, allow free trade, request trade, or shared resourses, and War, force allies into war, cease fire, no bombs (raise morale) and so on. This is not required to trade with a person, but helps manage how the trade is done.

Court: Well, it allows different options for things. Mostly, it sets how much food each person gets, the min~max amount of people per home. The current leader and more. With out one, you would have to do stupuid things like disable you nurcary and stuff.

Communications Office: This has more to do with the AI (if OP2 had one) then anything else. Mainly, it allows you to have sub colonies of your to be controled by the computer (like a residentail colony far away, that supplies you with working class people). It can make it so each colony has its own stats, but is not required (if you do not make colonies, or want to multi manage, ect.).

So yeah, these are my ideas.
Title: Unit Ideas?
Post by: Hidiot on September 22, 2009, 01:42:25 PM
I'd really like to say something regarding imagination being limitless.

Imagination has no known limit in the number of ways we can juggle things within our heads to form something new.
A finite, countable array is, well... not infinite.

The human mind has very,very limited capacity for creation. By that I mean to say that at least most of one's imagination is the result of the combination of whatever is already stored within one's brain. This is mostly seen in how most humans imagine sentient aliens to look like. Even regarding to how these could react, most would think of how a human or animal on Earth would and chose which they find most likely.

Well, enough of that. I'm probably getting in over my head.

Now, back to the actual topic. New Terra obviously has gravity, though I don't know just how strong the gravitational pull is, not having a radius and a mass of the planet for a very rough estimate and a thin atmosphere. Now, this combination is hardly ideal for flying, since most (if not all) propulsion systems capable of overcoming the gravitational pull of planets similar to Earth in gravitational acceleration make use of air, or lots of energy being used up (resulting in large amounts of fuel used).
This is in regard to flying units.

I'd write more, but I think I've lost it...
Title: Unit Ideas?
Post by: Spikerocks101 on September 22, 2009, 02:05:16 PM
the reason i think OP has so much stuff that can be expanded on, is becuase its the only one of its gerne. i love things that seem real, like Civ and OP2, which are my 2 favorite games, and dislike fake games, like starcraft or age of empire, which i only play becuase it wastes 5 minutes, with the same strategy ever game. OP3 (if ever made) would need to be just like OP or OP2 or it would fall in the same Fast-RTS gerne. i wanted a 3rd game, but i think that it would be all content and no buff. Alot of these ideas are cool, some (mainly Hidiot and Bomber) need to see that not even OP2 vinilla is "cool" free, as it has stuff like Supernovas, which are pretty much just the disgner wanting big booms and scorpians, which have no add to the gameplay, since there not balanced when put beside the big brother micro lynx. so the ideas being added should be refined (like LRC idea would just be for base rapin from a distance).
Title: Unit Ideas?
Post by: Sirbomber on September 22, 2009, 02:22:37 PM
You know, I don't hate new ideas, people.  I hate old, recycled ones...  We've already beaten those dead horses.

I would like some way to get around terrain obstacles, probably by blowing a hole in cliff walls.  This would open up new bottleneck-breaking strategies and allow players to reach new locations on the map.  Of course, you should also be able to fill in these holes.  Imagine: somebody's army is moving through a recently cleared area, and you sneak in during the middle of the night to reseal the entrances!

I'd also like Eden to have some kind of counterpart to the EMP Missile* and Stickyfoam in the early game.  It also sucks that Plymouth has no real counterpart to the Thor's Hammer, though the RPG is pretty powerful and doesn't need rare ore to build.

I don't like the idea of a mine that releases an EMP shockwave since Plymouth already has missiles to do that, but what about a burst of Stickyfoam?  Also, would you need Scouts to discover these mines, or would they always be visible?  Would Eden have its own way to deploy minefields, or would they have some other kind of weapon instead?

*Damage-dealing missiles aren't a good idea, but an EMP Missile clone would just be lame.  So what could we give Eden?  Maybe something that jams incoming commands temporarily (computer virus?), causing vehicles to behave erratically...
Title: Unit Ideas?
Post by: PUNK_FOX on September 22, 2009, 07:31:43 PM
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It also sucks that Plymouth has no real counterpart to the Thor's Hammer, though the RPG is pretty powerful and doesn't need rare ore to build.
Pretty impressive ideas, sirbomber  :blink:

Well, Plymouth does have quite an arsenal of weapons so to me, its quite fair even though Thor's Hammers are really powerful in large numbers.

But what can beat lightning. Seriously. Unless, you had a large lightning rod to counter with, your screwed.

I'm thinking if there could be a weapon that can do the same damage as the Thor's Hammer but in a totally differently way.

What about a 3-round burst weapon? Like it would shoot 2 rail shots and then an explosive shot.

Kinda like a tick tick boom sort of thing. make it deal the same damage as the Thor's Hammer maybe or slightly more
Title: Unit Ideas?
Post by: Spikerocks101 on September 22, 2009, 07:38:56 PM
Well, maybe if you rearange already exsisting stuff, like balancing the types of platforms. For example, making Tigers have much more health and Armour, aswell as cranking up there cost to a extreme amount, so its more worth it to build 5 tigers and tons of panthers over 10 tigers kinda thing. also, make some guns unavalible to certen chases, like no thors on lynxs, and no star flares/super novas on tigers. also, make is so heavy chasis can run over no armour chasis, like scouts or surveyors, so that you dont have you super slow unit stop becuase the enemy spams scouts around you.
Title: Unit Ideas?
Post by: Hooman on September 23, 2009, 12:19:48 AM
I imagine flying, or hovercrafts, could be a bit awkward in a thin atmosphere. Wings probably wouldn't be as effective, and rockets are somewhat expensive to operate. You need rockets for things like getting into orbit (SULV, RLV, etc.), but I doubt it'd be economical for getting around across the planet, where there are other cheaper alternatives. (In terms of manpower and resources needed to build and continually operate these things).

Of course, a thin atmosphere doesn't necessary mean low gravity. It could be the result of low gravity, which most people here seem to agree with, but perhaps it's just more to do with lack of gases? I don't remember anything in particular from the novella that suggested gravity was much different.


As for the convecs carrying extra kits, I had considered the kits are perhaps a bit big. But then, that already seems to be an issue with the size of the convec in relation to the buildings. Another alternative could be perhaps a big kit cargo carrier that can't build or deploy the kits, but would allow a convec to dock with it to transfer kits. Of course, what would you do with such a vehicle after it's empty? It seems a bit silly to keep a big vehicle around in case you want to build expansions. Perhaps puts some kits in cargo trucks instead of convecs.


As for stickyfoam, you could perhaps nerf it a little by just making units really really slow rather than stopping them completely.


What might be interesting is communication towers that would reduce the need for long distance tubing. Mount a radar dish on a GP base, and aim it at another one. It'd be much cheaper than buildings tubes the whole way, but it might also have some downsides. Perhaps reliability could be a small issue, or the other colony could build jammers. It could also be an interesting way of maintaining two remote colonies, where you only have the resources to run one at a time. Have the radar dish at the main colony rotate towards the one it needs to control, disabling the other link in the process (or require a second dish in the main colony). It might also have some power or structure control limit. Transfering workers is an obvious practical problem, but not something currently modelled in Outpost 2 right now anyways.
 
Title: Unit Ideas?
Post by: Spikerocks101 on September 23, 2009, 12:48:05 AM
i find the whole GP don't need to be connected to power kinda of trippy, so a sattelite dish doing the same thing seems logical. I would think that Stickyfoams that slow down instead of stop is nice, but since theres tons of Foam ont them, how about adding Blight type chemicle warfair to it, and have Eden do a Stickyfoam equal called BLight Cannon, which slows down but does constant damage, while Stickyfoam do less damage but complete stop, and for longer periods of time, while also lowering turret turn rate and rate of fire, making them much needed to take out the powerful Tiger Thors. A Blight Cannon could be used more for spiders, with its faster rate of fire, long distance, area of effect, hampers speed and more, it could replace the active Acid Cloud for lighter war-fare, using Acids for base rapin with Thors Tigers.
Title: Unit Ideas?
Post by: DartStriker on September 23, 2009, 03:04:03 AM
spikerocks101

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Trains: I would think the fastest way to travel in more permanent collonies would be by track over bumby road. What you have is a rail way going form your colonie to other colonies for fast resourse, troop or even population transfer. This allows for more spread empires to still be able to help each other in times of need. You can also use the train to get resourses from your mines to you smelters, and able to have mines far away, with out the need of hundreds and thousands of Cargo Trucks, but just 1 long train that can carry 10,000 resourses a run. You can customize the cars, from resourse (carries 1000 per run), to passanger (carries 500 resourses and 50 people), vechile (can carry 2 light or 1 heavy vehicle) and military (has a turret and can carry 1 light vechile, if lynx, adds second turret). The track would have to have a slow bend rate (like the one in sim city) and a terminal on each end (or a mine terminal). this wouldnt get rid of cargo trucks, since it would be fast in short distances to use them (like power housing a mine with 3 smelters).


I like the idea of trains; however I think some of the aspects of your idea seem horribly overpowered. But it’s a wonderful idea. I like the idea of having stations, and having to build tracks. For example, having a mine all set up that is running cargo trucks, then using some sort of upgrade (Be it a feature of the mine that you use a button to add, or a expansion kit like I posted in my first post) that allows for a loading station. And then you build a station a similar way to your smelter. As for the tracks, simply use your earthworker to lay out the track, or perhaps it has a special bot that is one time use and lays out the tracks between point A and B. Also, creating junctions and secondary stations to hall around other supplies would be neat. This idea reminds me a lot of the truck system from OP1.

As for the modular train, I’m not sure how well that would work. I like the idea, but I don’t see much practicality on it since vehicles travel at a decent enough speed, and maps usually aren’t big enough to need a high speed transport. But as for ore, I do think this is a good upgrade to cargo trucks.

Buildings I think would prosper from having train depots: Mines, Smelters, Storage Facilities, and Gorfs. Also, the addition of Train Depots.

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Embassy: This is one of 3 buildings required for complete trade. What it does is opens talk between other colonies, most used for talks between Eden and Plymouth. It allows you to set moods with other countries, like Trade, Peace, Blockade, and War, and gives diferent options for each choise, like with Trade, allow free trade, request trade, or shared resourses, and War, force allies into war, cease fire, no bombs (raise morale) and so on. This is not required to trade with a person, but helps manage how the trade is done.


This would add a lot of dynamics to the game that don’t exist. The ability to establish a diplomatic relation with the other colony would be quite nice. Either declare war, or order a cease fire, or ask for supplies even giving gifts. It would be a lot nicer than waiting for the next attack as you gather up your limited resources and try to play a trapeze artist to keep your colony afloat on harder mission. However, I think this would be a completely useless feature in multi-player, for the most part. Unless you can think of some way to make it worth the time.

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Court: Well, it allows different options for things. Mostly, it sets how much food each person gets, the min~max amount of people per home. The current leader and more. With out one, you would have to do stupuid things like disable you nurcary and stuff.



I don’t think court is the word you were looking for, perhaps Colony Center, or a Commerce Office. Since you don’t really have much control over the lives of your colonists, nor do they really appear in gameplay as more than a resource, I’m not sure how much this would affect gameplay. Perhaps it can be an early building to help manage food and moral a bit more efficiently, and work like a robot command center in a way for your colonists.

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Communications Office: This has more to do with the AI (if OP2 had one) then anything else. Mainly, it allows you to have sub colonies of your to be controled by the computer (like a residentail colony far away, that supplies you with working class people). It can make it so each colony has its own stats, but is not required (if you do not make colonies, or want to multi manage, ect.).


I like the idea of having your more remote locations have limited AI features. For example, you need some ore so you throw a repair vehicle, some cargo trucks, Mine, CC, and a Smelter into the open and set up a Com. Office, which would cost a pretty penny, possibly being run by a Savant. It could do very minimal functions like: Repair damaged structures and vehicles, replace vehicles, etc…

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So yeah, these are my ideas.


And good ones at that, there is definitely a lot of stuff coming up that is really getting my gears turning.

Hidiot:

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New Terra obviously has gravity, though I don't know just how strong the gravitational pull is, not having a radius and a mass of the planet for a very rough estimate and a thin atmosphere. Now, this combination is hardly ideal for flying, since most (if not all) propulsion systems capable of overcoming the gravitational pull of planets similar to Earth in gravitational acceleration make use of air, or lots of energy being used up (resulting in large amounts of fuel used).


Judging from the image on the opening screen, and using rough guesses based on hardly anything solid, I’d have to say that New Terra isn’t necessarily a large planet, but it’s large enough to have fairly normal gravity. However, if to reference the novella, they talk about the scout bouncing around across the surface of the planet, which may just be talking about it’s suspensions being quite springy, or the fact that there is slightly less gravity than earth. However on that same note, most colonists (With exception from Elders) wouldn’t have anything else to compare it too.

And since they manage to get quite a fair bit of Sci-Fi technology, why not anti-gravity units? I know this is a sort of far fetched thing, but then again, so are a lot of the weapons. (Granted we do have the technology to make most of these weapons.) Perhaps the scientist isolate a strange phenomena on the planet that is a result of the blight ridden land that creates a geo-magnetic force causing rocks to levitate, and on several dangerous expeditions into blight infested territory they get enough data to create a Geo-Magnetic anti-Gravitational engine?

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I would like some way to get around terrain obstacles, probably by blowing a hole in cliff walls. This would open up new bottleneck-breaking strategies and allow players to reach new locations on the map. Of course, you should also be able to fill in these holes. Imagine: somebody's army is moving through a recently cleared area, and you sneak in during the middle of the night to reseal the entrances!


I can just see the new disaster: Avalanche and Rockslide, make the safe haven of cliffs and mountains a bit more dangerous. I can see an extension to the Robo-Dozer that allows you to build ramps, or push debris over the side of cliffs. I know there have been countless times that I’ve wish I could build my colony up onto some rocky edges but couldn’t because there was no entrance or it was at a poor location.

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I don't like the idea of a mine that releases an EMP shockwave since Plymouth already has missiles to do that, but what about a burst of Stickyfoam? Also, would you need Scouts to discover these mines, or would they always be visible? Would Eden have its own way to deploy minefields, or would they have some other kind of weapon instead?


I thought about that, it is a bit repetitive to have two EMP, well in that case Three EMP weapons for Plymouth, I was thinking mostly with use of the spiders. However, the stickyfaom burst is a really cool idea, something like a flytrap that gets units all bound up.

As for the scout vs mine topic, I think for the tick Idea, since they burrow completely underground would need a scout. But for the Centipede and so forth, they would have a section that sits above the ground.

Again, we have a case of Plymouth having three… so Plymouth having all of these mines undoubtedly creates a flux in balance, especially since they still have the ESG, which really makes a couple of my ideas kind of useless. Eden does need something similar, what about weapon that launches small nodes in it’s first attack, then fires a laser/some sort of energy weapon that connects through these nodes to create a network area attack?

Not sure if that really spelled out well, so here is a more thought out answer:

Jack Turret (Name based off the old game Jacks)
The Jack has two shots, the first releases Transfer Nodes (TNs) that scatter around a group of enemies, then the turret fires a second shot of a accelerated particle plasma (APP) that connects to one node, and scatters throughout the nodes nearby to create a web of attack that can hit any unit caught in the cross links between nodes.

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*Damage-dealing missiles aren't a good idea, but an EMP Missile clone would just be lame. So what could we give Eden? Maybe something that jams incoming commands temporarily (computer virus?), causing vehicles to behave erratically...



I agree on the EMP missile clone being useless, and the obvious problem with damage dealing missiles is going to be their misuse. However, the Computer virus idea is really intriguing, and as far as I’m concerned screams Eden. Using wireless technology (Which they obviously have since Axen frequently contacts his Savant from remote corners) they can launch a Digital attack that, as you said, causes vehicles to behave erratically. Like, attack each other?

Again, later thoughts on details about this idea:

Eden Frenzy Missile
Launches a static burst that temporarily disables the boptronic components of vehicles, much like the blight permanently does. It causes vehicles to divert from their program tasks and loose control.

Effetcs: Non-Combat Vehicals:
Convecs, Cargotrucks, Earthworkers – Begin to move around erratically.
( I can see this being quite hilarious, watching as your opponents cargo trucks begin to drive off away from their colonies until the effect wares off)

Dozers – Begin to doze random tiles

Combat Units – Begin to attack other units in range, friendly or foe.

--

Another idea, since Eden doesn’t have a mine of it’s own, would be a mine missile. That drops something similar to the ESG and scatters a large minefield. Probably temporary mines as well.

warwalker:

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Well, Plymouth does have quite an arsenal of weapons so to me, its quite fair even though Thor's Hammers are really powerful in large numbers.

But what can beat lightning. Seriously. Unless, you had a large lightning rod to counter with, your screwed.


Yeah, this is a challenge, and naturally I think I tend to lean towards another disaster, but it would be hard to create something that starts a vortex, or something similar. What about a magma gun or Napalm?

I can just picture it launching foam or gel onto the enemy that ignites and causes steady damage until the gel/foam is burnt up. I don’t think there would be a flame because of the limited atmosphere, so it would have to be a substance that grows heated by a chemical reaction.

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What about a 3-round burst weapon? Like it would shoot 2 rail shots and then an explosive shot.

Kinda like a tick tick boom sort of thing. make it deal the same damage as the Thor's Hammer maybe or slightly more

 

So, like an upgraded tiger turret?

That also gives me the idea of an explosive arrowhead or dart. An armor piercing round that penetrates the hull of the enemy enough to stay lodged, and then explodes. It could fire in a spread shot to hit multiple targets.

Hooman:
 
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I imagine flying, or hovercrafts, could be a bit awkward in a thin atmosphere. Wings probably wouldn't be as effective, and rockets are somewhat expensive to operate. You need rockets for things like getting into orbit (SULV, RLV, etc.), but I doubt it'd be economical for getting around across the planet, where there are other cheaper alternatives. (In terms of manpower and resources needed to build and continually operate these things).


Yeah, all definite downsides, the only answer against most of these problems would be some sort of new technology like anti-gravity or some sort of magnetic propulsion system.

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As for the convecs carrying extra kits, I had considered the kits are perhaps a bit big. But then, that already seems to be an issue with the size of the convec in relation to the buildings. Another alternative could be perhaps a big kit cargo carrier that can't build or deploy the kits, but would allow a convec to dock with it to transfer kits. Of course, what would you do with such a vehicle after it's empty? It seems a bit silly to keep a big vehicle around in case you want to build expansions. Perhaps puts some kits in cargo trucks instead of convecs.


The large cargo-carrier does seem a bit useless, but perhaps a rather expensive unit that has a limited factory capability? Like a juggernaught vehicle that has to be built with a structure kit and can make and store up to three structure kits within it, but at a reduced speed to a factory?

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What might be interesting is communication towers that would reduce the need for long distance tubing. Mount a radar dish on a GP base, and aim it at another one. It'd be much cheaper than buildings tubes the whole way, but it might also have some downsides. Perhaps reliability could be a small issue, or the other colony could build jammers. It could also be an interesting way of maintaining two remote colonies, where you only have the resources to run one at a time. Have the radar dish at the main colony rotate towards the one it needs to control, disabling the other link in the process (or require a second dish in the main colony). It might also have some power or structure control limit. Transfering workers is an obvious practical problem, but not something currently modelled in Outpost 2 right now anyways.


Colonist have their ways of getting around it seems, in the novella they can drive the vehicles and ride scooters outside, so perhaps that is what they do? (That is, if you really are a stickler for the nitty-gritty details, which in a way I sort of am)

As for the communication towers, I can see this being quite handy. Perhaps an upgraded CC that is capable of connecting to this wireless transmitter. You could create nodes that create a sort of wireless rout to connect the different colonies. This would also make organizing your colony a bit more fun, and probably look neat. As for the jammers, you could just break one of the links along the chain that would destroy it, and then they would have to rebuild the link.


-

As for some more ideas here are some other things I thought of:

Flair Turret: Launches a flair countermeasure to draw the attention of attacking units to the flair, giving you a small opening to retreat or gain an upper hand in a battle.

Smoke Clouds: Release a thick cloud of smoke over enemy units to make your opponent temporarily blinded.

Armadillo: A roller unit, or single wheel weapon that can travel at high speeds to launch quick strike assaults.


As for another disaster, since the blight accelerated an atmosphere enough on New Terra to create cloud formations, then there must be some developing wind therefore dust storms which merely impair your vision for a short time.

And lastly, what about units that can fuse? Connect to make a new unit or be dependent on each other for some sort of attack?



Edit: Apparently my quote function reached it's quota. :P
Edit: I’ve gone through the whole thing, thanks Spikerocks for pointing out I had some typos in my code.
Edit Again: I think I finally got it working

 
Title: Unit Ideas?
Post by: Hidiot on September 23, 2009, 04:19:31 AM
spike has entered stupidity again >_>

Bligh= the thing that makes the whole planet uninhabitable by humans. One hole in the ground with blight in it and it led to the engulfing of the whole planet. Do you seriously think any human found in the situation of being part of the last few hundreds and in their right mind would use that as a weapon?!

And Sirbomber has a point with repeating things that have already been rejected, and on several accounts at that. Of course, if you can find some convincing argument to validate something that has been rejected, we shall listen.

And, uh, Striker... I really can't read that last post and understand... anything.
Title: Unit Ideas?
Post by: Kayedon on September 23, 2009, 10:01:56 AM
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And, uh, Striker... I really can't read that last post and understand... anything.
tl;dr? Or you just didn't understand? I personally understood a majority of it.
Title: Unit Ideas?
Post by: Hidiot on September 23, 2009, 10:10:21 AM
Kind of tl;dr, because I can't see where quotations end. I'd take the time and search, but my patience is limited, thanks to a cold and a sleepless night.
Title: Unit Ideas?
Post by: Spikerocks101 on September 23, 2009, 11:55:39 AM
Hidiot: Shush, I wasn't saying Blight Directly, was just saying a Death Foam (maybe using exsisting Acid Cloud waponary?) just so you have a similar weapon to the every base killing weapon, Stickyfoam (If I reacall 1 game in Pie Chart where some one didn't use Stickyfoam to distroy the turret, then its no longer a good weapon).

Control Jammers: Since all units are robots, and run from an HQ, if you jammed the signals going back to the HQ, then you would be home free for mass sluaghter. Contered by Scouts, who help boast the signal.

Last, I think your quotes are working becuase under hidiots section, you have a non-closeed quote.
Title: Unit Ideas?
Post by: Nova86 on September 23, 2009, 11:56:49 AM
If this has been said before, I apologize in advance.  I have read this post and didn't see the following listed directly, but it has been referenced. If it is somewhere else in the site then credit goes to who ever said it first.

Air units CAN operate in a thin atmosphere.  The airfoil patern would have to be a more high-lift shape than we commonly think of.  Steady level flight is simply Lift=Weight so your options are: Fly faster to generate higher airspeed over the wing (say JATO rockets for takeoff), make the plane itself lighter (composites instead of metals), make a more defined foil shape (probably a variable system to morph from a convex shape to a more flat shape for high speed flight) or simply increasing the wing area.

Actually, an airplane on Earth only needs a small portion of its wing area for sustained flight.  The large area is needed only for takeoff, to generate enough initial lift, so if you incorperate a high speed launching system (since vehicles are robotic in OP2, no worries about acceleration being too high to deal with for a pilot), then flight wouldn't be so difficult.  This, I feel, would add another layer to the game in that not only is it a new unit, but you'd need a launching facility, airbase or the like, to operate them and if the base is gone, then so too is your new tactical advantage.  Getting out flanked by an aerial assault, then send a starflare unit under cover of darkness to take out the control facility.

No, instead the real issue that is being overlooked is that air units today are air-breathing in nature (either prop driven or jet driven).  These won't work in a thin atmosphere, at least not well (Ram-Jet maybe...getting off topic...) However, we have fusion reactors on vecs in OP2, so why not feed off of them directly?  We have nuclear powered cruise missiles (not very effective, but they have existed in testing at least (http://en.wikipedia.org/wiki/Project_Pluto)) so why not a fusion powered aerial robot?  If that's the case, then we have power which translates to speed, which increases lift, which reduces the need for comically oversized wings.  Thus, combined with assisted takeoff, we could have a sleek, normal fighter look to an aircraft operating within a thin atmosphere.

In conclusion, don't dismiss air unit out of hand just yet.  We don't need something as extreme as anti-gravity to make them happen...though it would make things easier and make the units capable of being more helicopter like.  Thanks for reading my probably overly winded post.
Title: Unit Ideas?
Post by: DartStriker on September 23, 2009, 12:43:01 PM
Hidiot

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And, uh, Striker... I really can't read that last post and understand... anything.

There I got it all fixed now, I guess that’s what I get for going overboard on my post, eh? :P

Nova86

Very insightful and interesting. It opens up a whole new range of ideas that could stem from just that.

So, with this information, you say we could create sleek streamline crafts with little to no wing structure, and be relatively thin… I was going to suggest smaller units, however, a smaller unit wouldn’t be able to house that big of a fusion reactor would it. However, thinking about the existing units… Cargo Trucks and Convecs have the same cab on them, and the majority of the building is the trailer. Therefore we could say that the reactors for these vehicles is about the size of a modern day engine, and that we could then make smaller aerial units.

The reason I suggest smaller is for three reasons:

1.   It will be lighter, which in turn will allow it to lift easier I would assume, since there isn’t much more weight to be lifted.

2.   Cost, it is more economic to make aerial units smaller, and then the ability to swarm the enemy.

3.   Maintenance: I know aircraft today are very expensive to maintain because of all the parts, and sometimes their size so a smaller sized unit would ultimately be cheaper in this regard.

How this could be applied for weapons?

Well the scorpion houses a laser that is quite small, and putting a rotating laser on the bottom of several small aircraft would be one way to incorporate this into an aerial assault, buzzing a swarm of little craft that fire down lasers on terrestrial targets.

Another idea is a light bomber. You create a new factory for these units, that also serves as a landing pad for them. Since they are small, they can easily land on a landing strip and taxi into the building where they are maintained, stored and armed. Once launched they are equipped with a small explosive bomb. It will then go to the commanded location, drop it’s bomb and fly back to reload and refuel. Now… I’m sure these bombs wont be very big, nor anything to be horribly scared of… unless they are in massive numbers.
 
Title: Unit Ideas?
Post by: PUNK_FOX on September 23, 2009, 02:27:17 PM
A blight-like weapon isn't such a bad idea, spikerock.

But since the blight is unlikely to be controlled by human technology, how about a viral weapon.

Have like a virus missile for the Eden Spaceport. The color could be similar to the blight or different like green or something.

it could EMP enemy units, infecting them. It would be Eden's way of capturing enemy units.

I would call this missile: VAMP Missile (Viralmagnetic Pulse)  :heh:


Another weapon idea, thanks to Darkstriker, is a Flamethrower for Plymouth.

Could be a counter to the Thor's Hammer probably.

Flamethrower units could deal damage by shooting enemies and then setting them on fire, inflicting damage until the flames blow out of their armor.

And, wind-based disasters is not a bad idea, thanks to Darkstriker again.

There could be winds that don't cause damage and then sometimes, sandstorms or dust storms would come by, inflicting damage to all, units and buildings.

So far so good  (thumbsup)  
Title: Unit Ideas?
Post by: Sirbomber on September 23, 2009, 07:46:01 PM
How could a Flamethrower work in a mostly airless atmosphere?
Title: Unit Ideas?
Post by: Kayedon on September 23, 2009, 08:28:26 PM
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How could a Flamethrower work in a mostly airless atmosphere?
Magic. Ever played OP2?
Title: Unit Ideas?
Post by: PUNK_FOX on September 23, 2009, 09:15:19 PM
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How could a Flamethrower work in a mostly airless atmosphere?
Well if Starflare's and Supernova's could ignite to blow themselves up, and SULV's, RLV's, and EMP Missiles could launch themselves into orbit to doing their objectives, then I'm sure there could be a way to shoot flames out of a lynx or tiger  B)  
Title: Unit Ideas?
Post by: Sirbomber on September 23, 2009, 10:25:59 PM
That argument would only make sense if, you know, rockets used napalm for fuel.  Which they don't.

The Starflare/Supernova argument is irrelevant since those weapons primarily damage targets with explosive force (explosion != fiery death, though fiery death just looks nicer), whereas flamethrowers inflict damage by burning a target over an extended period of time.  Which raises another issue: how would a flamethrower damage robotic units designed to withstand extreme temperatures?
Title: Unit Ideas?
Post by: Freeza-CII on September 23, 2009, 10:29:19 PM
Ah interesting more units to add into op2 again hehehe. trust me there were some idea tossed around in the genesis thread.

First off i think op2 being only ground only is great.  flying units would make it so who ever got air units first grand supiriority.  Adding some thing that can circumnavigate obsticals like cliffs and walls is a big no there wouldnt be any point to the other units some one would rush to get them and do a whole nova/flare raid.
the idea that a turret would fire in 4 directions seems like a really bad idea if you have a closed in base where your buildings are going to be close by.  also there is no tracking time or speed on turrets so they will instantly shoot any thing. putting turrets on buildings great idea but if there only laser microwave they would fail as there range sucks.  

adding more spiders to the game intresting but there all way to weak against your conventional tanks.  dispite being able to pump 3 out for every build cycle.  there really isnt much use for spider like units other then massive repair.

the only way some thing could fly or detonate in a vacuum is to have a self oxidizing fuel which is why you can fire a gun in space.  so basicly its rockets.

If you want to improve op2 itself you have to look at what you can do to the exsisting units since adding them is pretty much not going to happen if you are going to completely rebuild the game.
Title: Unit Ideas?
Post by: Spikerocks101 on September 24, 2009, 12:41:19 AM
People need to stop saying "its already been covered", because if its all been done, why are you still in the forums. >_>    I made a thread maybe a couple months ago about balancing stuff, so here is just a recap of what I wanted:

Scopians:
Speed increased
Build Time increased
Coast decreased

Panthers:
Cost slightly increased
Hit points slightly increased

Tigers:
Cost greatly increased
Build time EXTREMELY increased
Armour max
Hitpoints as much as a factory (like 1500~2000)
Speed decreased
Sight increased

This way panthers and Scorpians would see more use, and Tiger would be just, well a tiger. Heres some weapon mods:

Starflares:
extremely high damage

super novas:
lower damage (so you can fire it several times)
Title: Unit Ideas?
Post by: Nova86 on September 24, 2009, 01:29:01 AM
I've been pondering weapons.  Here's what I've got (again credit goes to the orignal poster if I repeat something)

Plasma Cannon - After all, the vecs are fusion powered, so why not launch hot blobs of helium plasma at the enemy (negates armor maybe?...)

Particle Beam - Kind of a hybrid between a railgun and a laser, hyper energized particles traveling at near luminal speeds.  Serious impact damage.

Thermite Based Rockets - Blowing stuff up is nice, but melting them is nicer still.  (Lack of oxygen is a problem though...)  Kind of a Eden version of a Sticky Foam, though I doubt it would slow the enemy vec much, just damage it.

Hellfire RPG - Having only a single shot (or two with the Tiger) is ok, but there are currently vehicles capable of unloading dozens of missile in rapid fire succession.  Why not an OP2 counterpart?  Imagine unloading six rockets in the time it normally takes to fire two.  That'd even things up a little with the Thor pitting brute strength against speed.

Finally, High-Explosive Incendiary Tracer Round Cannon (HEI-T) - Similar in many regards to a railgun or RPG in that the first two shots are normal rounds, however, the third shot to make contact would deal triple the normal damage (say due to an explosive material similar to a starflare).  Useless against fast moving targets (lynx can just get out of the way (possibly) before the third shot; Tigers and buildings aren't so lucky.)  Visable difference in that the third shot would glow.  

Feel free to tear these apart.  Trust me, I'm used to it, this isn't the only place I visit, and sooner or later I say something stupid.   :lol:
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 02:14:38 AM
first of all this aint the first lets add weapons to op2 when we all know it cant be done unless your going to remake the whole game as stated earlier.  Its ok to dream but its just not going to happen.

changing build times isnt going to help any thing for the panther or the scorps.

scorps themselfs can build incredibly fast 3 at a time and with 2 or 3 factories it can crank out a good number of them but then fail against the higher power weapons that are mounted on the conventional lynx.  Panthers are a middle child. they are rarely used because tigers are better and lynx are faster. it really nothing more then a heavy armor lynx not very appealing.  would be better off not even having them in the game to be honest.

flares are already high damage.  and as for a nova exploding more then once I think that when a vec explodes its only going to happen once.

Thermite based weapons would work but a rpg works even better and as for melting armor eden already have acid cloud units.  the the eden counter part to rpgs is the rail gun.

ok the problem with any partical/plasma based weapons is the magnetic containment that actually keep them stable once they leave that field they disapated or explode violently.

The multipul missile deployment is a interesting idea but that pretty much is a esg and it is not weapon to be taken lightly.  plus eden has one thing against them the emp missile it can easily pave the way to take out a herd of thors or push them back to the safety of base.

projectiles are a concept i like very much since i introduced them in the genesis threads how ever. the way your talking about it is life like with tracking and what not.  there is no tracking in this game its hit or miss system.  And its more effective to have all the rounds explode.

just remember one thing not all the ideas are bad but they dont all fit in with the game either or they are not going to balance well in the game just due to the nature of humans wanting the bigger badder pwnage machines.
Title: Unit Ideas?
Post by: Hidiot on September 24, 2009, 05:08:38 AM
Plasma could actually work thanks to the thin atmosphere on New Terra. Although low temperatures might reduce its efficiency.

If my weapon can use highly damaging rounds and fire them at the same frequency as less powerful rounds, I'm going to want to have it fire only the more powerful rounds.


Scorpions can be decimated faster than they can advance when Acid Cloud or ESG is volleyed on them.

But, now, let's take some time to think about how legged drive-trains work compared to wheeled/tracked.

Legs will always be slower than wheels, due to the complexity of the system they use to run.

Spike, your idea basically turns Tigers into a bazillion times better GPs. I'll let you think of the implications of that.
And, please explain just how and WHY would a localized explosion be much more powerful than one with a large blast radius, considering the limited containment.
Title: Unit Ideas?
Post by: Nova86 on September 24, 2009, 09:30:43 AM
@Freeza-CII:  I agree with most of your points.  Wasn't honestly a fan of thermite or particle beams, as they were just basic whatever ideas. (An analog for the Stickyfoam and essentially an improved Railgun).  The plasma thing though I really am a supporter of because a) it's handy due to the reactor and B) if Eden has the ability to control artificial lightning, I just assume that means that magnetic containment is a reasonable jump, but yeah, that is a big issue.  (I would give that weapon to Plymouth, since it's more of an adaptation on an existing tech ala fusion reactor plasma to weaponized grade like microwave transmitters to microwave weapon.)  As for the HEI-T, it is a real weapon that's why I wanted to bring it over and that's essentially how it works, not all rounds fired are incendiary.

@Hidiot: I personally would like all rounds to explode too but then it would just be a supercharged RPG.  Having only every third or so round explode would, if accuracy was an issue, add a layer of weakness to the weapon and complexity to it's use/defending against it. (One, two, move; Can't sit still and fight or you'll be ripped apart)

Wow, thanks to you both, after reading those comments you've shown me that that is what's missing...Accuracy.  I mean, we've got splash damage already.  We need the ability to miss instead of point and shoot.  (Sure, I've missed tailing a lynx that's just barely in range before but whatever)  The Thor's Hammer isn't exactly precise, but it still hits what you're aiming at.  The Laser and Microwave should have near perfect accuracy since they are sort of contiunous beams and should be able to find the target (sweep over).  But Railgun, RPG, and any other projectile based weapons should have atmosphere effects on them (got to be wind associated with storms one would assume) and distance considerations (more accurate to hit at close range than at extreme range.) Hmm...I think that would make the game more interesting than adding to weapons...though it's impossible to do without writing a new game, but nice to think about.  
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 10:05:09 AM
Quote
But Railgun, RPG, and any other projectile based weapons should have atmosphere effects on them (got to be wind associated with storms one would assume) and distance considerations (more accurate to hit at close range than at extreme range.)
According to the OP2 help manual, the RPG uses a fly-by-wire rocket, and the Rail Gun's visible "projectile" is actually exhaust; the actual shell has already struck the target by then, so they wouldn't really be bothered by that kind of stuff.  Not a bad idea for the other projectile weapons though.  That also raises the issue of dust storms which could interfere with a vehicle's targeting system and lower the effectiveness of Lasers, Microwaves, and Scorpion Energy Rifles (and possibly Thor's Hammer?).  In fact, the novella even mentions something like this at one point.

I guess that presents a nice idea: disasters that do something other than damage your stuff.
Title: Unit Ideas?
Post by: Nova86 on September 24, 2009, 10:51:10 AM
I know this is a theoretical, 'would be nice' kind of post...but...there was talk about a 4 weapon turret which led me to the following:

We keep saying that to get any of these changes the old game would have to be thrown out in favor of new code.  I did have a question a while back that I never felt right about asking, so here we go: I'd really like the guardposts to have more teeth as they really can't do much against a well armed Tiger.  That said, is it possible to swap out the single weapon turret on a guard post in and replace it with a dual turret from a tiger?  (Either from the begining or later in the game when Tigers become researched) Now, before anyone freaks out, the reason I ask is I was playing something, I think it was the post-release demo and there was a glitch because I loaded in Multitek2--I think that was the name--(thank you to Sirbomber btw) that allowed me to build plymouth weapons on eden chassis. (kind of cool looking actually)

So essentially my quesiton is, are the guardposts one single unit in the code, or is it a base that a weapon is stuck on later?  And if the latter is true, is it the same weapon as on the chassis or a unique one?
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 12:49:55 PM
Code: [Select]
The plasma thing though I really am a supporter of because a) it's handy due to the reactor and  if Eden has the ability to control artificial lightning, I just assume that means that magnetic containment is a reasonable jump, but yeah, that is a big issue.

lightning and plasma aint the same. the lightning just needs a medium to travel along.  plasma can only keep its cohesion under extreem presure or powerfull magnetic fields also near/perfect vacuums. because the lightning is following the ion painter from the turret its possible for it to guide it.

Yes op2 is a old game the code looks like it was thought up and made when some one was on crack hehe.  the engine is limited and there is no source code.  you to really make any changes like new weapons ADDING new weapons.  you would have to rebuild the game.  Modding gps to have a longer range or higher damage is possible i believe you can make it a dual turret but its probably going to be dual or single not one then the other because there is no single turret tiger then you do research and you get a dual turret tiger.

and as far as exploding rounds go there has been some thing that has been killing tanks far longer.  Sabots.  alot simpler one shot less to animate.  there wouldnt be any splash damage from such a weapon because its not a very big explosion.

now if you want a real nasty projectile weapon look up metal storm.
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 12:54:09 PM
Quote
That said, is it possible to swap out the single weapon turret on a guard post in and replace it with a dual turret from a tiger?

This has already been done, though it still has single-turret graphics.  Guard Post graphics, unlike vehicle graphics, aren't a "base" and a "weapon" put together, each weapon/GP combo is its own unique graphic.
Title: Unit Ideas?
Post by: PUNK_FOX on September 24, 2009, 02:50:32 PM
Quote
That argument would only make sense if, you know, rockets used napalm for fuel.  Which they don't.

The Starflare/Supernova argument is irrelevant since those weapons primarily damage targets with explosive force (explosion != fiery death, though fiery death just looks nicer), whereas flamethrowers inflict damage by burning a target over an extended period of time.  Which raises another issue: how would a flamethrower damage robotic units designed to withstand extreme temperatures?
Alright, if the robotic units are designed to withstand extreme temperatures, how about a magmafoam or something?

It could have the effect of an Acid Cloud and a Stickyfoam together. When shot, a red ooze would be shot out onto an enemy unit, and they would be stuck for an even shorter time than the stickyfoam's themselves. inflicts damage until it comes off.
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 03:38:47 PM
The unit equipped with such a weapon would, you know, melt.
Title: Unit Ideas?
Post by: PUNK_FOX on September 24, 2009, 03:52:57 PM
well, it doesn't have to be lava based. It could be the same as the acid cloud and stickyfoam.

You can use a scout to steal the data for the stickyfoam research so you can research the weapon and make it possible to be used
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 03:58:13 PM
sticky foam already has a effect of damge when it hits another unit. Not as much as acid cloud tho. I dont even remember if its possible to do a damage per second like your suggesting with the foam.

As far a s a magma based weapon goes you would need extreem power and insulation to keep any magma stored in the vec molten to the point where its still a liquid enough to be shot or sprayed.  Thats just a bit impractical.  The only weapon that ever made any sense with magma but still impractical is the magma gp that would utilize magma wells to power them.

the best weapons in my opinion are just the every day conventional projectile weapons.  cannons gatlins.  because in those you can have several different variations. sabots, flachettes (sp), air burst,  shot gun spread types, incendiary, and pure heavy kinetic rounds.

how ever  these types of weapons would end up being near identical to weapons already in game rather then being unique like the difference between a laser and a rail gun.  a pure heavy kinetic round would be the same as a rail gun.  any such impact explosive rounds would mimic rpgs just like air burst would mimic the acid clouds esg sticky foam.  as far as eden countering the the sticky foam you might want to search for the NOG.
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 04:22:39 PM
A Gatling Gun/Chaingun/Pipe Organ type thing could be interesting if, rather than working like every other weapon in the game, it fires for a fixed amount of time, going from target to target, and then has to cooldown.  Research could upgrade how long it could fire before having to cooldown.

We also need the Chainsaw (Eden), Battering Ram, and Brick Launcher (Plymouth).  :P

Edit: Does anyone feel the sudden urge to vandalize the Genesis forum and spam it to (un)death with bad ideas?
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 04:46:09 PM
pipe organs no those will never see the light of day.

the chain guns would still do a damage per volley basicly since they would be burst mode weapons that big cant chain fire for long.

battering rams no it would get killed before it got in range.

and the brick launcher well i dont know the bricks would be better used for walls.

oh yes i have noticed some one talking about a blight weapon. both colonies were running from the blight it could not be contained so how are they suppose to fire it or even reverse engineer it.  viral weapons are noooooo biological weapons could only work if there inside the building as they are seal environments hehe.
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 05:08:17 PM
The Brick Launcher shoots bricks through windows, causing all the people inside to suffocate to death (or get sucked out the window in some unfortunate cases).  The Battering Ram works similarly.

It was a joke Freeza.  ;)

Anyways, how about Eden gets an upgraded EMP weapon which releases a small EMP shockwave?  Of course, it'd be easier to spam than EMP Missiles, resulting in BLARUGH...
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 05:52:07 PM
a emp wave sounds more like a upgrade for a flare.

if any thing eden needs a emp hardening and all that means is there is a chance the unit wont become disabled by emp missile or emp turrets.
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 05:55:00 PM
Yes, that would work nicely too.  It just lacks that certain "suck on this" finesse though.
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 06:02:45 PM
oh you mean a son of a b**** device
Title: Unit Ideas?
Post by: Spikerocks101 on September 24, 2009, 06:05:29 PM
If there would ever be a third faction, all thoes weapons coult fit nicely. I.E. earth survivors could have Chainguns and Pipe Organs, since some might still be around, as for New Terra colonies, well, its been years since they seen weapons, so they created there own. As for the battling ram, sounds more of a Spider type unit which can just enter a build, and either blow it up, or kill every one inside it...
Title: Unit Ideas?
Post by: Freeza-CII on September 24, 2009, 06:17:47 PM
chances are if there were survivors of earth they wouldnt beable to leave the planet for a long time just to do the temp out side underground statis chambers.  earth would be in hospitable for a while and there really wouldnt be any need to go look for the colony long ways off in the middle of no where. why scarefice a s*** ton of people to find them when you can just head to mars or stay on earth once things return to a state of normalcy.  then for even the humans in the sol system (earths solar system) were to even build a space ship its possible the new terra is long dead.  not to mention it would be another couple hundred thousandyears to get to where new terra was.  i just dont see people from earth getting the long lost colonists when its better to just sit and wait to find a transmittion from them. and rebuild humanity instead.
Title: Unit Ideas?
Post by: Sirbomber on September 24, 2009, 08:11:29 PM
Indeed.  I think I'm handling the "third colony" in OPSC fairly well: they're a group of 3 Eden/Plymouth renegades who have banded together to destroy their mother colonies.  Who needs random Earth survivors of plot convenience?  Anyways, third colony discussion is off-topic I think.
Title: Unit Ideas?
Post by: Freeza-CII on September 25, 2009, 11:59:00 AM
indeed it is.  but its really the only way you can add weapons in that dont f*** up a balance between eden and plymouth or add in weapons that do the same thing that they already have.
Title: Unit Ideas?
Post by: Hidiot on September 25, 2009, 12:44:00 PM
Lasers, Rail Gun and Thor's all inflict damage. They all do the same thing, basically.

The difference is in how effective they are at doing their job. (And then there's sticking to realism,etc.).

A Thor's Hammer risks losing to a weapon that inflicts damage at the same damage/time ratio as the Thor at a faster rate much more than that other weapon.
Title: Unit Ideas?
Post by: Hooman on September 26, 2009, 03:05:18 PM
Quote
And since they manage to get quite a fair bit of Sci-Fi technology, why not anti-gravity units? I know this is a sort of far fetched thing, but then again, so are a lot of the weapons. (Granted we do have the technology to make most of these weapons.) Perhaps the scientist isolate a strange phenomena on the planet that is a result of the blight ridden land that creates a geo-magnetic force causing rocks to levitate, and on several dangerous expeditions into blight infested territory they get enough data to create a Geo-Magnetic anti-Gravitational engine?

Just... no. Anti-gravity sounds more Fi than Sci. It's not something I'd expect to see in the near future, or possibly anytime in the future. It just seems like gravity is too fundamentally related to mass to ever really be manipulated on a small scale for unit transportation. Magnetic levitation, yes, but that doesn't strike me as being "anti-gravity" really. I'd imagine most things dubbed anti-gravity would be more about magnetic levitation, and then all the practical systems would only work for materials that are strongly magnetic. That implies you need some sort of track, or specialized roadway for the unit to move on, as well as specialized material in the unit itself. A mag-lev train I could see, but floating, flying, gravity defying units, no.

I also don't see biological weapons being used on the last survivors of the human race. Blight weapons would obviously not be controllable. The only person who would be foolish enough to use such a weapon is someone who actually wants to kill of the human race. That just doesn't seem very Outpost like.


As for giving flying units bigger wings for the thin atmosphere, remember that bigger wings add more mass to the unit, so at the very least, this is only effective if the extra surface area gives them more lift than the extra material has mass. Sure, you could also increase their speed, but that increases fuel requirements, and the JETO thing gets into that other argument about flying around on rockets is probably not very economical. That and the air-breathing problem mentioned with conventional jet propulsion means more rocket like drives, which means more fuel requirements. I don't see such small colonies being able to keep rocket based propulsion systems operational for everyday use.


Btw, I remember reading something about the explosive units in Outpost 2 making use of TNT, which, according to the chemical reaction listed on wikipedia, doesn't seem to require an oxygen environment. However, it does state that it is more effective in the presence of oxygen due to the production of carbon. I assume this is from further combustion of the carbon?
http://en.wikipedia.org/wiki/Trinitrotoluene (http://en.wikipedia.org/wiki/Trinitrotoluene)


What I find interesting about these discussions, is that new units generally focus around new and more powerful weapons, or perhaps, occasionally, new armour. However, since we are talking about the last survivors of the human race, who probably don't want to blow each other up, you'd think this is the last thing they'd be doing. Perhaps they would be developing less powerful weapons, or rather more targetted weapons, that would render military units inoperable, but nor harm people, or vital structures keeping these people alive. Or better yet, perhaps there should be more non-military upgrades. Sure there is always that cargo train idea, but I think we could come up with a few more that are similar in nature. Besides, where does all that ore go in actual game play? Mostly to create weapons....
 
Title: Unit Ideas?
Post by: vennom on September 26, 2009, 05:49:55 PM
Quote
Quote
And since they manage to get quite a fair bit of Sci-Fi technology, why not anti-gravity units? I know this is a sort of far fetched thing, but then again, so are a lot of the weapons. (Granted we do have the technology to make most of these weapons.) Perhaps the scientist isolate a strange phenomena on the planet that is a result of the blight ridden land that creates a geo-magnetic force causing rocks to levitate, and on several dangerous expeditions into blight infested territory they get enough data to create a Geo-Magnetic anti-Gravitational engine?
...

What I find interesting about these discussions, is that new units generally focus around new and more powerful weapons, or perhaps, occasionally, new armour. However, since we are talking about the last survivors of the human race, who probably don't want to blow each other up, you'd think this is the last thing they'd be doing. Perhaps they would be developing less powerful weapons, or rather more targetted weapons, that would render military units inoperable, but nor harm people, or vital structures keeping these people alive. Or better yet, perhaps there should be more non-military upgrades. Sure there is always that cargo train idea, but I think we could come up with a few more that are similar in nature. Besides, where does all that ore go in actual game play? Mostly to create weapons....
you are talking about some EMP-WAVE-LIKE weapon .-.? (Like a storm .-.) The intention is not to hurt ppl, just nerf other weapons o.o...

My other crazy/useless/usefull/weird ideas:
Food trucks (Mobile-agridomes)
A self-defensive tokamak (A tokamak that can shot EMP missiles, that would be interesting... if you use this as a defense, you can lose your power, it just prevents your enemy from blowing your base at once lol...)
A defensive unit (A unit capable of attracting attacks to itself within a certain range)
 
Title: Unit Ideas?
Post by: Spikerocks101 on September 26, 2009, 11:57:32 PM
ok... then more peace related stuff is in order? well, i am sure that if you take out the war, you are left with 1 smelter on one mine with 1~2 trucks, that are only there to get some resourse to build more residents-agridomes-power plants. so, unless you can add another aspect, like, say, expand on the cosumer goods factory, adding more strategy to it, i say that adding bigger, better weapons would be all that eden and plymouths leaders would be thinking about.
Title: Unit Ideas?
Post by: Hidiot on September 27, 2009, 01:22:43 AM
OP1 is what they basically had in mind for an OP2 without combat.

There, they'd fix your lack of resource needs by adding requirements of the rarest resources on your most important buildings.

And it does make some sense that researchers need more than just funding for researches, does it not?
Title: Unit Ideas?
Post by: Hooman on September 27, 2009, 02:56:11 PM
I'd thought of that too. It'd be interesting to have to go on an expedition for research purposes. I suppose collecting the wreckage for the Tiger speed upgrade is an example of that. Of course, it gives you the tech right away, rather than allowing you to research something based on having the wreckage. It's be more interesting if collecting samples of stuff, or observing natural phenomenon opened up more research possibilities. Perhaps you'd need new units, or unit upgrades to observe, or collect the things you needed. Better scanners, diggers/excavators, vehicles to reach high cliffs. Maybe even have them build weather stations or something.

It'd be neat if you had less catastrophic disasters like blight, and instead had more things like lava. Sure, it's predictable if you're played the level multiple times and the path doesn't get randomized, but maybe that should change? Maybe lava should take a more random path, and perhaps something about the path it takes is measurable. Then you'd be able to better plan for it if you put in the effort to study it.

Perhaps a scout can scan some region of lava rock, bring back (or transmit back) a digital elevation model (DEM), which would open up a new research topic at one of your labs. Researching it would produce a computer overlay of the expected lava flow areas for different flow rates. Then maybe analysing a vent could help you predict what the flow rate would be. All subject to some degree of error, of course. But, that could give you incentive to research more topics in that area, so you could reduce the error in the predictions.
 
Title: Unit Ideas?
Post by: Freeza-CII on September 28, 2009, 12:02:01 PM
Quote
My other crazy/useless/usefull/weird ideas:
Food trucks (Mobile-agridomes)
A self-defensive tokamak (A tokamak that can shot EMP missiles, that would be interesting... if you use this as a defense, you can lose your power, it just prevents your enemy from blowing your base at once lol...)
A defensive unit (A unit capable of attracting attacks to itself within a certain range)


food trucks a ok idea but impractical the cargo truck can carry food the evac transport can support like 50 i believe.  but nothing that small is going to support colony wide levels.

a tokamak doing emp bursts well i dont know about that as it would be detrimental to itself and probably exploding due to the fact it has a torus of sun in another slightly larger torus of magnets. not to mention you can spam these more then missiles and be completely untouchable.

A unit that attracts the enemy units.  there computer controlled units run by a bank of savant computers not a group of murlocs on the plains of evergreen forests.  

The only thing that i can thinkof that would actually work since all the units are control by remote control methods is white and pink noise.  just make the units go beserk and they loose control of there IFF (identify friendly foe).  thus they will attack each other or they will switch and attack your units with in there sight range.  but that is per unit so 3 units get hit with a white noise 1 unit may attack you the other 2 may attack each other so on randomness.  and i am not talking about sounds either think ECM generator.
Title: Unit Ideas?
Post by: vennom on September 28, 2009, 01:46:19 PM
Quote
Quote
My other crazy/useless/usefull/weird ideas:
Food trucks (Mobile-agridomes)
A self-defensive tokamak (A tokamak that can shot EMP missiles, that would be interesting... if you use this as a defense, you can lose your power, it just prevents your enemy from blowing your base at once lol...)
A defensive unit (A unit capable of attracting attacks to itself within a certain range)


food trucks a ok idea but impractical the cargo truck can carry food the evac transport can support like 50 i believe.  but nothing that small is going to support colony wide levels.

a tokamak doing emp bursts well i dont know about that as it would be detrimental to itself and probably exploding due to the fact it has a torus of sun in another slightly larger torus of magnets. not to mention you can spam these more then missiles and be completely untouchable.

A unit that attracts the enemy units.  there computer controlled units run by a bank of savant computers not a group of murlocs on the plains of evergreen forests.  

The only thing that i can thinkof that would actually work since all the units are control by remote control methods is white and pink noise.  just make the units go beserk and they loose control of there IFF (identify friendly foe).  thus they will attack each other or they will switch and attack your units with in there sight range.  but that is per unit so 3 units get hit with a white noise 1 unit may attack you the other 2 may attack each other so on randomness.  and i am not talking about sounds either think ECM generator.
i was talking to hooman about the tokamaks, and, my idea is to make the tokamak the same as a emp-guard post .-. (not an absurd fire rate)
Title: Unit Ideas?
Post by: Spikerocks101 on September 28, 2009, 02:56:22 PM
Or, you could just block enemy signals from reaching the units, instead of redirecting there fire. Or, instead of that (since it would make EMP and Stickfoam weapons useless), could just slow everything about it, like its moving speed, reload speed, turn rate, and maybe limit range to. Could be  a virus or such.
Title: Unit Ideas?
Post by: Hooman on September 29, 2009, 02:45:27 AM
One thing I would point out about unit control, is it can't be easy to do. In particular, some sort of long range missile, like an EMP missile would be a very bad idea.

Consider someone that built up a huge army, and massive fortifications. They've spent hours building up an impenetrable base. You fire a missile. Their mass of weapons all misfire at once, and level their base in seconds. Not exactly fun. (After the first time you see it happen).

Now, I have my doubts about the effectiveness of blocking signals. Perhaps you could block signals and prevent new orders from being issued, but I doubt this would disable the unit. I'm sure they have their own on board computers. Particularly military vehicles, which probably have some sort of tracking system. I doubt these systems are all that easy to overload or fool, and they probably have redundant sensors, and probably of different types. If you jammed signals, you might prevent a savant from communicating with it and giving it new high level orders, but I'd imagine it's low level systems would continue uninterrupted with whatever the last command (or sequence of commands) you gave it was.


I suppose having a self destruct option on power plants could be interesting, and potentially useful (in combat). I don't see a more reusable option being very likely. It seems like a big waste of money though, and rather peculiar thing to do. Would the last survivors of the human race really build self destruct mechanisms into structures that are vital to support the operation of the colony? Think about what you're actually doing here.

I suppose people's desire to do things like this is best explained by a certain ... lack of faith in the communist ideals, ... err, no, I meant, but a certain divorcement between the novellas/storyline, and actual game play. (Like mines never running dry on a resource limited planet, or people so desperate just to barely survive, vs. all that ore being pumped into weapons in multiplayer games).
 
Title: Unit Ideas?
Post by: Moley on September 29, 2009, 06:23:45 AM
i have an idea relating to the tokamech defence.
use it as a eminating EMP waves.

in other words, turn the power generation, through an antena, ino a constine, short range pulse.
perhaps only long enough to stop suicide vechiles or the low tech weapons
Title: Unit Ideas?
Post by: DartStriker on September 29, 2009, 01:28:01 PM
Aye, step out for a few days and we get a ton of posts here. :D I'm surprised this has lasted as long as it has.

Anyway... back to topic.

Expedition Research:
This is an awesome idea, making it so you have to preform mini-tasks to complete some research, or even to unlock new research topics. For example, Geo-thermal Power... say you have to at least discover a fumarole, which is helpful, especially if there isn't even one on the planet.

Speaking of energy, the MHD gives a huge advantage in power over EDEN until you get GeoCons and Solar. However, since there is no wind or water on newterra, this leaves us with little sources of natural energy. What if you could create lightening receivers that could absorb shocks from electrical storms to give you a temporary power boost? Though, storms roll through at random, and this would be heavily unreliable. (Unless you sat there and shot at it with a thor.)

As for a disabling weapon, what about an electromagnetic bomb? Not like EMP that fries the electronics, but an actual electromagnet that generates a quick burst to attact metal vehicles towards it.

And what about walls... the lava wall is pretty useless, so it's not really worth building, but wouldn't it be nice to get a tougher wall for base defense? Or perhaps a higher wall to block weapon fire like RPGs? Survival is the key, so if you choose a more defensive rout your options are fairly limited.

And just a bit of a side note: Why does the earth worker damage itself when it destroys tubes?
Title: Unit Ideas?
Post by: Sirbomber on September 29, 2009, 02:22:29 PM
Quote
... the lava wall is pretty useless, so it's not really worth building ...

And just a bit of a side note: Why does the earth worker damage itself when it destroys tubes?
I bet you think the same thing about the Microbe Wall, too.  Try playing the Survivor multiplayer maps someday.  Anyways, all of the walls are useless unless you figure out that you're supposed to layer them.

As for the Earthworker problem, it's to prevent n00bs from cutting tubes in other people's bases.
Title: Unit Ideas?
Post by: DartStriker on September 29, 2009, 08:53:12 PM
Well, I'm not a big fan of military multilayer myself, so no I don't really find the microbe wall useful unless I have to deal with the blight, or lava walls. I play for the colony building aspect and walls are purely aesthetic. And, as for the Earth worker deal, that makes a lot of sense.
Title: Unit Ideas?
Post by: Sirbomber on September 29, 2009, 10:08:21 PM
Quote
Well, I'm not a big fan of military multilayer myself
LOL N00B
Title: Unit Ideas?
Post by: Spikerocks101 on September 30, 2009, 10:36:26 AM
A thou said 2 times here I think, Mobile Defense might not be so bad. Able to stop Missile with a powerful Laser, and smaller projectiles with a small, light laser. I.E. used in the front lines against RPGs, EMPs, ESGs, Rail guns, Acids, ect. Maybe a stealth turret. It projects light that only you can se, and so you can move your army at fast speeds, but dont have the light showing so the enemy could be unaware of them. On tigers, could have extreme range to make up for slowness.
Title: Unit Ideas?
Post by: Hooman on September 30, 2009, 11:24:04 PM
Earthworkers only take damage when cutting active tubes. If there is a long string off into nowhere, and you first cut the tube between a building and the string to nowhere, I believe you can then cut the rest of the string without taking further damage.

But yes, that does seem to be to stop you from completely removing all of your enemies tubes while they aren't looking. This way you only get to cut 3 tubes per earthworker.


It would be nice if you could repair walls. That's always annoyed me about them. Particularly when you consider the aesthetic reasons for building them. Plus, it'd be nice if the controls allowed you to build wall layers easier.


Sirbomber, be nice!


I'd rather not see convention weapons like RPG getting shot down. That just seems potentially too unbalancing. Plus, with the speed the projectiles are animated at, it would seem a bit odd and error prone. At best, I'd imagine it'd have a very very low rate of success. Of course, you'd think a rocket re-entering the atmosphere would be travelling faster than conventional weapons, but that's not how it appears in game with the speed of the animations.
 
Title: Unit Ideas?
Post by: Kayedon on October 01, 2009, 09:35:08 AM
Spike, you have to understand the reason Tigers are so bloody slow is the fact that they are Heavy Tanks.

Lynx: Light armour, high speed
Panther: Medium armour, medium speed
Tiger: Heavy armour, low speed

It's part of the balance. Unfortunately, all the armour upgrades make panthers basically one-turret tigers with a tiny bit of HP less and way cheaper. And still useless. -shrug-

I dunno though, I'm not much into combat.
Title: Unit Ideas?
Post by: Freeza-CII on October 01, 2009, 11:10:32 AM
pathers are a basterd child they wont be used because youll either need speed or brute force.

the emp tokamak/power plants.  if its going to do the same thing as a emp gp then why even have that kinda redundancy just build the gp instead of the power plant.  and if the power plant were to have a contant emp wave around it how is it going to transmit its power via microwave transmitter.  I would think that when dealing with power plants you only want them to do one thing and thats power.  making them into the next weapon seem like a really bad idea.  they dont put a platoon of doctors on front lines because they gave them some extra tanks that were laying around.

the whole idea about the tank weapons i.e. the rpg and any other missile or canister based weapon getting shot down by a point defense system is really unbalancing not to mention it would cause a game of never endingness.  

there is a emp weapon like that the emp for turrets/gps and the emp missile.  it just disables the unit for a short time.

the problem i see with using electrical storms to power is 1 they occur randomly 2 they destroy buildings and 3 it would just be a ineffective way of getting power when other reliable sources are at hand.

some one mentioned stealth.  i am and will always be against a stealth unit.  the truths about them.  they cant be seen by the other player there usually a light unit so there pretty easy to build and crank out. that being said even if they cant be built that easy lets picture oh say about 10 of these invisible units going into a base while wearing explosive hats.  yes aint going to happen. not exactly what was posted.  a light that only you can see i dont see how that is going to work.  if you can see it so can they. unless its in the before mentioned stealth "stuff".
Title: Unit Ideas?
Post by: Sirbomber on October 01, 2009, 01:21:42 PM
Stealth could work by, say, equipping a unit with IR or sonar sensors instead of visual sensors.  That way they would be just as fast with their lights off (though I'd imagine a unit such as this wouldn't be equipped with lights in the first place).  Of course, these inferior sensors wouldn't provide enough data for the onboard computer to make intelligent decisions (gameplay translation: won't autofire at enemies, has even crappier pathfinding than usual), so the vehicle would pretty much have to be manually controlled (by the player, not by a driver you dolt).  This would prevent stealth units from being spammable, "fire-and-forget" units since if you try to use them this way they'll just get owned.
Title: Unit Ideas?
Post by: Hidiot on October 01, 2009, 01:39:42 PM
Makes sense that I'm sacrificing the standard-issue savant-control and on-board computers used in every other vehicle just so it can be stealth-ed.

I'd rather use cammo netting to make it blend in with the ground for the satellite view.
Of course, I'd have to change it whenever I change terrain types, but sometimes, even stationary cammoed units can help.
Title: Unit Ideas?
Post by: Sirbomber on October 01, 2009, 02:04:31 PM
To be fair, if you were supposed to be in stealth mode, I somehow don't think it'd be in your best interest to arbitrarily open fire on the first enemy that got within range...  But, I see your point.  Then again, I never said it made sense, did I?  :P  
Title: Unit Ideas?
Post by: Spikerocks101 on October 01, 2009, 08:22:07 PM
Well, you could have cammo non the less, just basic cammo (like mostly gray, so that it could look like a scout, lets say, but when you look a little closer, you see a turret or something. That way, it moves fast, gets the same job done, but the enemy might just pass it off as an annoying freak trying to scout spam. Thou i still don't see why stealth seriously the most important part of war besides the battles them self) can't be included. for a colony might not want to go to war with another, but still stop them from making tanks, and send some stealth bomber to destroy factories (just like making all star flare units move same speed invisible as visible).

btw, do earth workers not get heart if the tube to a colony is cut first as hooman said?
Title: Unit Ideas?
Post by: Freeza-CII on October 02, 2009, 02:40:22 PM
stealth give you the upper hand of being able to strike preemtively. OOOOr to sneak starflare/novas in to some one base for a c*ck slap.  

i believe the plymouth units are brown to try to blend in but it doesnt really help any.  If any thing i think every ones idea of stealth is the same as shutting off your lights on a dark map.  cray stuff in having to hunt every thing down with scouts tho realistic seem more like a mood killer for the game. seek seek seeek seeeeeeek seeeeeeeek boom my base is gone i couldnt find them.

earth workers get hurt no matter what tube they cut i believe.

and more about the ECM and its last command from the "jammed" unit.

ya i can see it not being able to receive commands after the intial jamming.  but i also referred to the IFF (identify friendly or foe) if the ecm could screw that up the tanks might just start shooting any thing around them. because there has to be some way for the on board computers to go ok that is a enemy and that one is not.  and its either a visual system since they have vastly different turrets or its some kind of target before they enter the field.  basicly on that each unit deemed a hostile is marked and tracked so they can be destroyed or disabled.  how ever that would require a constant link to the savant computers and i dont know in the combat units had a savant or just some really good computer that was expendable and easy to make.
Title: Unit Ideas?
Post by: Sirbomber on October 02, 2009, 04:01:36 PM
Quote
because there has to be some way for the on board computers to go ok that is a enemy and that one is not.
It's called paint.  Why do you think each player has a different color paint for their units?  Duh.  ;)  
Title: Unit Ideas?
Post by: Freeza-CII on October 02, 2009, 07:04:41 PM
that is just for the humans looking down at there world of op2 i would highly doubt any one by me would paint a tank that fires lightning bolts pink.  but that is the basic idea of how even the ai of a remote tank could pick friend or foe with a virtual color of marked units hehe. :P
Title: Unit Ideas?
Post by: PUNK_FOX on October 03, 2009, 04:10:24 AM
well, you could do a night stealth, even though that's already done but without turning off your lights. like have your units only visible to your radar and screen.

The stealth units can only be visible if, for example, a light tower spots it or a guard post. There would be a more purpose for the computer to say "Enemy Unit Sighted" as soon as they get into enemy range
Title: Unit Ideas?
Post by: PUNK_FOX on October 03, 2009, 04:17:31 AM
oops, looks like this was already discussed. How about a night vision light then? like a green light around you to see?
Title: Unit Ideas?
Post by: Hidiot on October 03, 2009, 05:16:54 AM
Use. EDIT. Button.

Light towers make light, since that is their purpose. That's also why they're called "Light Tower"s.

Now, Guard Posts... they should be ridden with sensors, and so should be able to warn you of anything they see that appears hostile.
Title: Unit Ideas?
Post by: Highlander on October 03, 2009, 11:38:10 AM
Quote
If any thing i think every ones idea of stealth is the same as shutting off your lights on a dark map.  cray stuff in having to hunt every thing down with scouts tho realistic seem more like a mood killer for the game. seek seek seeek seeeeeeek seeeeeeeek boom my base is gone i couldnt find them.
The present game pretty much solves this already ?

Most bases are originally walled up or got hills surrounding them. Default LoS are mostly that way at least. These days we mostly play LR though and most people are quite good at placing their bases somewhere easy to defend. Even if you are stuck out in the open, you are more often than not defeated by tactical manouvers/placement of units rather than the invisible raid in the dark.

So basicly, stealth units in the form of "lights off" will have little impact on the game I'd think. Either you sit in a defensible position with a few entrances to watch, or your out in the open and pretty much F'd in any case.
Title: Unit Ideas?
Post by: Sirbomber on October 03, 2009, 01:22:30 PM
Nuke the sun; then you can have permanight and be stealthy all the time.  You know, right up until the resulting supernova engulfs the planet and owns you.
Title: Unit Ideas?
Post by: Freeza-CII on October 03, 2009, 02:15:31 PM
Quote
The present game pretty much solves this already ?


the present game you dont have to use a scout to find the units. thats how its different.

chances are the sun would go red giant before super nova thus ending it all before the bang.

part of the problem why people dont use light posts as forward look out or just to make there base look cool at night. which I believe was solved recently was the building cap. depending on that map of course.  and how every one is playing if your going pure rush you dont bother with such trivial buildings.
Title: Unit Ideas?
Post by: Sirbomber on October 03, 2009, 03:37:40 PM
The reason nobody uses Light Towers is because Scouts are easier to build, can move, and give you an "Enemy unit sighted!" warning.
Title: Unit Ideas?
Post by: Hidiot on October 04, 2009, 01:44:57 AM
They can also be auto-targeted, while Light Towers can't.
Title: Unit Ideas?
Post by: Sirbomber on October 04, 2009, 08:15:11 AM
Um... so what?  That's just another warning you'll get.

Stop being such a killjoy.
Title: Unit Ideas?
Post by: Freeza-CII on October 05, 2009, 01:24:10 AM
we should make the light towers solar powered so they only work in the day time.
Title: Unit Ideas?
Post by: Hidiot on October 05, 2009, 03:04:09 AM
Wouldn't that defeat their whole purpose of illuminating dark areas?

Give all buildings except GPs and light towers a sight range of 1 or 0 and all units sight range a value of 1 or 2 and then let's see how light tower usage goes up :P
Title: Unit Ideas?
Post by: vennom on October 05, 2009, 10:36:15 PM
Quote
we should make the light towers solar powered so they only work in the day time.
(http://rangerrumors.mlblogs.com/2008_02_07_great_success.jpg)
Light + Light = win
Title: Unit Ideas?
Post by: Kayedon on October 06, 2009, 10:32:27 AM
Quote
Quote
we should make the light towers solar powered so they only work in the day time.
Light + Light = win
Yes. Let's try this in real life. Solarpowered streetlights. They only run when the sun is shining!

No offence Freeza. But that was a rather dumb move. I hope there is a hidden [/sarcasm] tag in there. :)
Title: Unit Ideas?
Post by: Hidiot on October 06, 2009, 10:43:38 AM
What is the use of three people conveying the same thing as if they did it separately?
Title: Unit Ideas?
Post by: Sirbomber on October 06, 2009, 11:42:55 AM
Make Solar Power Arrays solar powered.

Wait...
Title: Unit Ideas?
Post by: Hidiot on October 06, 2009, 12:06:15 PM
If you're talking about the colony solar power plant, they're solar satellite powered. So yes, your idea has merit.
Title: Unit Ideas?
Post by: Kayedon on October 06, 2009, 12:11:59 PM
Quote
Wouldn't that defeat their whole purpose of illuminating dark areas?

Give all buildings except GPs and light towers a sight range of 1 or 0 and all units sight range a value of 1 or 2 and then let's see how light tower usage goes up :P
I actually like this idea. Except maybe no site range beyond their buria- I mean, building plot? I dunno.
Title: Unit Ideas?
Post by: Hidiot on October 06, 2009, 12:42:25 PM
You have my "modified out of boredom with little regard to anything" Test.rar download in the File Forum which does that and thankfully little else in the buildings.txt and vehicles.txt department. The other files? Ignore them.
Title: Unit Ideas?
Post by: Freeza-CII on October 06, 2009, 01:17:15 PM
http://www.amazon.com/Tricod-Cyclinder-Sto...54852729&sr=8-9 (http://www.amazon.com/Tricod-Cyclinder-Stone-Fence-Light/dp/B002R0DOUO/ref=sr_1_9?ie=UTF8&s=hi&qid=1254852729&sr=8-9)

owned. you should look online before trying to insult me. and yes it was sarcasm.

having low light setting on buildings seems really stupid.  most buildings at night have mercury vapor or halogens on the out side to illumniate things.

in truth the solar power plants are solar powered as they run themselves by solar power :P
Title: Unit Ideas?
Post by: Sirbomber on October 06, 2009, 01:52:47 PM
Replace power plants with super-Agridomes that burn food and plant waste to produce power.  This means that if you starve, you also run out of power, adding insult to injury!

Since Plymouth has arachnids, let's give Eden the Cyberdemon.
Title: Unit Ideas?
Post by: vennom on October 07, 2009, 12:38:54 AM
Quote
Replace power plants with super-Agridomes that burn food and plant waste to produce power.  This means that if you starve, you also run out of power, adding insult to injury!

Since Plymouth has arachnids, let's give Eden the Cyberdemon.
plymouth has archnids, eden has thor's hammers...
Title: Unit Ideas?
Post by: WooJoo on October 07, 2009, 07:48:16 AM
[Sarkasm]what about bombing ballons!!!! they fly in the stratosphere and drop bomb anything into oblivion f*** YEAH[/Sarkasm]
Title: Unit Ideas?
Post by: Freeza-CII on October 07, 2009, 09:56:34 AM
possible but it falls under the flying unit thing and i just dont see it happening plus the japanese tryed it didnt work to well.
Title: Unit Ideas?
Post by: WooJoo on October 07, 2009, 11:34:43 AM
sure it didnt work for the japanese COUSE it hadnt had mecha legs! everything at japan only works with mecha legs ...
Title: Unit Ideas?
Post by: vennom on October 07, 2009, 03:01:16 PM
Quote
sure it didnt work for the japanese COUSE it hadnt had mecha legs! everything at japan only works with mecha legs ...
"mucha legs" would be "many legs" o.o?
Title: Unit Ideas?
Post by: Sirbomber on October 07, 2009, 03:25:23 PM
Mecha, not mucha.  As in mechs.  As in giant robots.

He's being (slightly?) racist.
Title: Unit Ideas?
Post by: Freeza-CII on October 07, 2009, 04:08:34 PM
um no

and he means giant robot legs.  

mecha is another word for giant robot anime/manga

and totally offtopic.

and dont even try to be crazy on these forums. we dont find it that funny its not confusing its just dull and listless like a trapped sailing ship.

again offtopic all of that crap.

world war 2 the japanese attacked the mainland of america using bombs attached to weather balloons.  mainly the north west to set the forest on fire. And it failed because balloons dont fly in straight lines and there not that durable after a while.

and its a flying unit which are a no.
Title: Unit Ideas?
Post by: Sirbomber on October 07, 2009, 08:29:32 PM
While giant bipedal robots armed to the teeth are a bit of a stretch, miniature versions aren't all that unbelievable, considering we actually already have some.  Of course, I can't see them as being anything more than Eden clones of Scorpions with two legs instead of six, so... Why?
Title: Unit Ideas?
Post by: Freeza-CII on October 08, 2009, 12:47:15 PM
if eden was going to make a mini unit it would be more awesome then a walking unit.  it would have tank tracks and 4 small guns of doom.

plus he was just trying to be crazy and get some attention.
Title: Unit Ideas?
Post by: WooJoo on October 08, 2009, 02:46:51 PM
a dozer with a shield on the front side to deflect enemy attack! i would consider it a option couse what would you use as weapon if you dont got that much ore to build it?
lazor tesla and microwave clearly show that only a weapon of no ore consumption would be a good investment . so i would think a unit to protect my investments is somehow logical at least in my opinion .
Title: Unit Ideas?
Post by: Sirbomber on October 08, 2009, 04:04:00 PM
Quote
if eden was going to make a mini unit it would be more awesome then a walking unit.  it would have tank tracks and 4 small guns of doom.
I approve.  What kind of guns though?
Title: Unit Ideas?
Post by: Kayedon on October 08, 2009, 04:58:33 PM
Quote
Quote
if eden was going to make a mini unit it would be more awesome then a walking unit.  it would have tank tracks and 4 small guns of doom.
I approve.  What kind of guns though?
Guns that cause UR DETH, MORTL. Duh.
Title: Unit Ideas?
Post by: Freeza-CII on October 09, 2009, 02:18:25 AM
you dont have the ore say any doom 3 lines.

it would be coil guns.
Title: Unit Ideas?
Post by: DartStriker on October 11, 2009, 12:08:05 PM
So... near-free munition guns to protect your investments. Getting defensive makes a bit more sense for this world, since they have to constantly defend against the planet and other colony. But then again, is the best defense a good offense?

At any cost, what exactly is a coil gun? Because I think of one of those Tesla coil's shooting electricity, which would just be a Thor Jr. What about, and this may be a bit primitive, but some sort of catapult, or siege cannon? Though that would use ammunition.
Title: Unit Ideas?
Post by: Moley on October 11, 2009, 06:52:45 PM
coil guns are mini (?) rail guns
Title: Unit Ideas?
Post by: Spikerocks101 on October 12, 2009, 12:10:21 PM
they shot little springs at you, which if too many get attached, you bounce all over the place.
Title: Unit Ideas?
Post by: Freeza-CII on October 12, 2009, 12:25:06 PM
coil guns works like a rail gun. they just degrade less and arent as powerfull but they still pack a punch. how ever you can make rail guns the size of a pistol its just all the cap bank you need to run it is very large and heavy a coil gun can actually be completely hand held.

a catapult or seige cannon.

i did a thread about the unit i thought up the Puma Artillery Unit.  very slow very lightly armored so easy to wipe them out.  but if just cranked out they would make a unstopable phlanx wall of pwn.  making them uber expensive isnt the right thing to do either.  if you do that then they wont be used in favor of 2 units for the cost of one.
Title: Unit Ideas?
Post by: Hooman on October 12, 2009, 02:37:08 PM
What about artillery units with limited ammo? They would be much less useful if they had to be constantly sent back for repairs. It'd also give their opponent a chance to repair any damage they've done. Couple that with really bad accuracy, and it could get interesting. I bet they'd get used just for the physchological effect of getting a few free shots in first, even if they do really little damage (mainly due to accuracy?), and require a lot of time and effort to use right.

But then, I also tend to hate siege weapons, and have my doubts about their use in Outpost 2. I doubt targetting a vehicle factory, and accidentally taking out a nursery would go over all that well.
 
Title: Unit Ideas?
Post by: Highlander on October 12, 2009, 02:49:39 PM
Just make the artillery have a relatively small damage value, bad targetting and a long reload time. Price will of course have to be adjusted accordingly.

Somehow you need to make it a "supportive" weapon I'd think. Like EMP.


And the whole cranking out argument isn't really valid. If you can produce high amounts of high level units compared to your opponent your likely to win in any case.
Title: Unit Ideas?
Post by: Freeza-CII on October 12, 2009, 06:24:43 PM
making a artillery unit do small amounts of damage to me seems pointless because if your going to have a artillery unit it might as well beable to do damage.

the trick is the dps (damage per second) of weapons.  if say the thors hammer has a dps of say 300 the artillery would need a dps of 75-100 to keep it from being the ungodly wall of explosions.  so that means it would be a light armored slow moving slow firing unit that does a good burts of hurt then gets rushed.  all it would mean then is a change of tactics on the part of the person that is being fired at.  making op2 more then just rush point click rush point click build build build click click click.


as far as supportive weapons go the only thing I can think would actually do any thing besides emp is ecm. which is just cutting off all control to the rcc/cc of the effected units colony.  thus only able to carry out its last command and any such funtion like shooting things that get to close and chase them.  but other then that the unit wouldnt beable to be controled by humans till said effect is worn off.  but the side effect of this weapon would be like flares and novas.  first one would be enough 2 is to many in most cases.  it would work like a flare nova 360 damage over a certain radius.  and the unit itself would be effected by it as well as any friendly units.  so its possible youll beable to reuse this unit if you can keep it alive (i doubt it because of how close it has to get) but that would be what i see eden being able to do for a more advanced form of flare.
Title: Unit Ideas?
Post by: jcj94 on December 22, 2009, 01:28:29 PM
Quote
dont listen to hidiot or sirbomber, both are great friends and better enemies (you might get something from Arklon as well, but less likely). I always like imagination, espially with my favorite game. Think your Lepord idea is retarded, since every one knows that lepords dont hover, they fly. J/k. I think buildings with self defence is a major thing needed in such a critical time period, for not all colonies have enough resourses to operate GP or get vechile factories, some jsut might be pretty peaceful, and have important buildings have some defence so that annoying star flares dont creep up. mines are to powerfull, unless the common thing of scouts can see them, and worst yet, fast, portable mines would be kill. what you need is starflares to have the ability to bunker in and cloak them selfs, and tiger star flares have 2 shots (becuase they have 2 freaking bombs on them). good ideas, but LRC is a to powerful responce for Thors, espially since there is no atmospher and probably not enough gravity to pull a missile back down, unless its a tomahak missile, and in that case, would be to uncontrable with litttle air.
That may be true but in thin atmoshpere you would need less power to launch, and i like most of the ideas and i have a sugestion as well.  All of us remember the underground structures.  We could redo them but only into the sides of mountains and only certain structures (like a residence, commande center or lab).  Another idea is a second platform,if you will, a second set of
12 levels, on New Teras moon and have 2 or maybe 3 colonies (but after level 6 one colony fuses with one of the others, players pic,) I meen id help if we were to actually do this stuff to. I could help do the vehicle sketches, and terain and biulding sketches, if that would help!!!
Another idea is a pipeline attacker, it cant attack anything BUT a pipeline and it takes damage(like an earthworker but armored and from a distance of 2 squares)
Title: Unit Ideas?
Post by: CK9 on December 22, 2009, 05:20:15 PM
aye, the atmosphere is thinner, but is there more gravity?
Title: Unit Ideas?
Post by: Simpsonboy77 on December 24, 2009, 12:36:22 AM
Quote
aye, the atmosphere is thinner, but is there more gravity?
Only when you visit :P
Title: Unit Ideas?
Post by: CK9 on December 24, 2009, 12:56:16 AM
yes, the gravity of your situation increases whenever a mod/admin visits :P
Title: Unit Ideas?
Post by: Freeza-CII on December 25, 2009, 02:37:14 AM
The way your thinking about a thinner atmosphere is backwards.  Helicopters can only go so high. but as the atmosphere gets thinner you have to spin the blades faster and faster. Thus any hovering unit in a thin atmosphere using any traditional propellers is implausable.

You might want to check out using Microwaves for levitation. I recall seeing it some where and would give more validity to a hovering unit.

I do not like the idea of a tube attacking unit. That would just be a major annoyance.