Author Topic: Ideas for OP3:NP  (Read 14122 times)

Offline PlayingOutpost0-24

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Ideas for OP3:NP
« on: July 29, 2004, 02:10:40 AM »
You can write ur own ideas here. Those who give the most and the best ideas will get...

FIRST PLACE: MAJOR (ANYTHING) easter egg
SECOND PLACE: MINOR easter egg
THIRD PLACE: SMALL easter egg
« Last Edit: August 24, 2004, 11:30:59 AM by PlayingOutpost0-24 »
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Offline Sirbomber

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« Reply #1 on: August 17, 2004, 09:23:00 PM »
Well, I'm a terrible artist, so, I'll try to describe it to the best of my potential...

Vehicle: Heavy Scout: Simple enough. Standard scout, but instead of silver (for Eden) or brown(for Plymouth) it is either black(for Eden) or very, very dark navy blue (for Plymouth). Also, very dark forest green for Zorinth.
It has medium armor, slightly better HP (450 - 500) a common metal cost of  800 and a low rare metals cost of 100.
It would have slightly less speed than an average Scout, due to its enhanced armor. The speed can be upgraded, however, to average Scout speed, than G-76 (Scout Class Drive Train Refit) speed.

Enhanced Scout Design:

Teaser: The Scouts, while useful for spying on our enemies, lack longetivity on the battlefield. This study seeks to develop a new Scout with heavier armor without sacraficing speed.

Research Completed: Our new Scouts now have enhanced longetivity and will, ultimately, reduce the price of scouts. It has taken a slight sacrafice in speed however.

Research Requirements: Rare Ore Processing, Advanced Armoring Systems
Special Requiremtns: None

Heavy Scout Speed Enhancement:
Scientists: 12
Research Requirements: Enhanced Scout Design
Special Requiremtns: None

Teaser:  The Heavy Scout uses a new engine model, the G-80. Several engineers, scientists, and even workers in Garages, have noticed a huge design flaw in the G-80. While not limiting the performance of the Heavy Scout in anyway, we believe we can increase the speed by fixing this flaw.

Completed: The design flaw has been successfully fixed, giving the Heavy Scout a fifty percent speed boost.

Further Heavy Scout Speed Upgrade:
Scientists: 12
Research Requirements: Heavy Scout Speed Enhancement
Special Requiremtns: You must be playing as Eden

Teaser: Further research into the G-81 Engine System has drawn out several key points. We believe we may be able to further increase the speed of the Heavy Scout.

Completed: By changing several small factors in the G-81, the new G-82 system provies an extra 50% speed increase.

Heavy Scout ESG Mine:
Scientists: 12
Research Requirements: Heavy Scout Speed Enhancement, (I forget what you need to get ESG)
Special Requiremtns: You must be playing as Plymouth

Teaser: Further research into the Heavy Scout has raised intrest over a possible weapons system add-on to the Heavy Scout. We must be careful, however, as this will make it more of a target to enemy fire.

Completed: The Heavy Scout is now able to drop up to a total of 5 ESG mines. To get further mines, the Heavy Scout must dock at a Garage.

(Not part of description, it would look like this)



X= Mine  @ = Heavy Scout


  x@
One comes out from the rear at a time.

Increased Volt-Sink Range:
Scientists: 12
Research Requirements: Heavy Scout Speed Enhancement
Special Requirements: You must be playing as Zorinth.

Teaser: Several suggestions have been made to the Heavy Scout technology. We may be able to increase the number of volt-sinks in the Heavy Scout to, when self-destructing, cause a massive explosion. (about 1/2 size of supernova)

Bulding: Emergency Defense Ore Cannon (EDOC because I'm too lazy to type the rest  :P )

Research: Emergency Defense Systems
Scientists Required: 14
Research Requirements: Rare Ore Processing
Special Requirements: You Must Be Playing as Plymouth or Zorinth

Teaser: Our current defenses, while sufficient, are easily destroyed. This projecet will seek to develop a new defensive weapon.

Completed: The Emergency Defense Ore Cannon, EDOC for short, melts ore to do significant damage. The cannon can either be connected to the tube system and automatically receive ore when neccessary, or trucks can bring the ore to the cannon if not connected to the tube system.

NOTE: Uses 100 metal each time it is fired. Due to the high levels of heat generated by it, it has a loooooooong cooldown. The ore type can be changed to affect the damage done by the cannon. Rare ore does 1.5 times as much, Meteoron does 2 times as much damage.

Workers Required: 2
Scientists Required: -
Power Required: 50

Building: Emergency Defense Ore and Energy Networking (apparently, that's a synonym for fusing/merging/mixing etc, just so you aren't confused) Cannon (EDEN Cannon)
Research: Emergency Energy Defense Systems
Scientists Required: 16
Research Requirements: Rare Ore Processing, High Energy Ray Composite Projector
Special Requirements: Guess who you have to be for this one :P

Teaser: Our scientists belive that, by firing metled ore with an energy weapon similar to that of our Meteor Defenses, we may be able to create a powerful weapon to defend our colony.

Completed: Our new defense weapon, the Emergency Defense Ore and Energy Networking Cannon, or EDEN Cannon, for short, is a success. The only downside is that it took extra time to determine what the "N" was going to stand for.

Workers Required: 2
Scientists Required: -
Power Required: 75

NOTE: The EDEN Cannon has a slightly longer cooldown thatn the EDOC Cannon, but does twice as much damage and uses only 50 ore per shot, due to the energy beam added. The same rules about tube system connectivity applies to the EDEN Cannon.

Note about both: These structures can be used as metal storage if not in use. To choose what ore you're using, the cargon trucks either load it, or there should be buttons to choose the type of ore you want to use for the weapon. If no more ore is available (or if you want to put in a minimum level, such as "don't let the ore levels drop below 500,") the weapon will automatically switch to common ore, or whatever ore is available.

Graphical Note:

EDOC Cannon: Looks like a large common storage facility with a turret on top.
(Sorry about the crude drawing here)
Code: [Select]

                                Turret
           _________________  
         /         ___________
        |### /
        |###|
     __|____|_________
   / ****************\
 /*******************\
|********************|
|********************|
|********************|
|********************|
|********************|
|********************|
|********************|       <- Base
|____________________|
Uses standard colors. (Brown for Plymouth, slimeyish like Zerg in Starcraft for Zorinth)

EDEN Cannon: Looks like an Observatory, except black instead of silver, and with a longer tube thingy, and a dock for the Cargo Trucks with ore/metal)

Again, I apologize for the drawing...






-- just inserted code & color --
« Last Edit: December 28, 2004, 07:24:23 PM by PlayingOutpost0-24 »
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Offline PlayingOutpost0-24

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Ideas for OP3:NP
« Reply #2 on: August 18, 2004, 09:05:40 AM »
hmm... good ideas.
Well if u get first place u can give me a heavy war unit, advanced structure, an easter egg and ur section in credits lol...
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Offline Tellaris

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Ideas for OP3:NP
« Reply #3 on: August 19, 2004, 06:42:14 AM »
I like Eden:

New Technology

(no name)
After several skirmishes with Plymouth Microwave units, we have noticed a distinct disadvantage with our laser units.   Thus our engineers have proposed several methods of improveing this unit.   Our reserch with geothermal activity has allowed us to adapt cooling methods used in the Geothermal power planet into the laser unit.
Effect:   Much faster fire rate.   I have no idea what a good rate would be.   This would be after the railgun, before Thor's Hammer reserch.   Requires Geothermal power reserch.   This allows a cheap, and finally USEFUL alternative to the Thors Hammer.

Plymouth Lightning sheild
The recent encounter with Eden's Thor's Hammer weapon has revealed a massive threat against our people.   Thus we have worked to develop a feaseable counter.   Even though the EMP Missile we developed has proven effective against any massed attack, these are far too expensive to mass produce.   Thus, our scientists have developed a way of "attracting" the runners away from their targets.   This drasticly reduces the effectiveness of the Thors Hammer. (somewhat  the same strength as the RPG weapon or weaker.   Railgun generally equals the RPG in most trials I've done.).   Unfortunately, the system takes far too much power to be adapted to a mobile chassis, so it can only be used as a defensive option.  

Requirements: Must be connected to the CC.   Requires 1Worker.   Takes some minor damage for each shot of lightning nearby, much like a DIRT prevents damage.   Requires Meteorology reserch (the thingy that predicts lightning storms) and DIRT reserch.  Takes 100 power.   Range can be about the same as the Meteor Defense.

Effect:   Reduces damage taken to other structures/units caused by the Thor's Hammer weapon.   Takes damage as well, but only minor. (say 10-50 points each shot of lightning damage taken, while reduceing damage to surrounding units by 25-50%   All units.)

I can't draw worth crap either

MORE plymouth!

Stickyfoam Enhancment

Our scientists are proposeing a major enhancement to the Stickyfoam weapon, the addition of a electric charge in the foam.   By putting electric charge into the foam, we can create an effect similar to the EMP, temporarily reduceing the damage and fire rate of affected unit(s), as well doing a little extra damage to the unit's systems.

Requirements:  Stickyfoam Reserch, Stickyfoam Duration Reserch, EMP reserch.

Effect:   Fire rate/damage of effected units reduced by 15%

RFPL (Rapid Fire Projectile Launcher, anyone got a better name?)

A new weapon we've developed based on military information mined from the protected sections of the Conestoga's memory banks.   This weapon rapidly fires small bullets that pierce a units armor.   Very effective against units with light to medium armor.   This is a burst weapon.   Shoots a large amount of bullets for x seconds, x second(s) spend before next rounds shot off.
Any faction.   I don't have any in mind in particular.   Think: Futuristic Machine Gun.

Soil Agridome.    Both Factions.

Some of our people have heard of food grown in soil back on old Earth from the Elders.   Though much less efficent then our current hydroponic setup, in a time of low morale, it would be a good idea to consider developing this, it may help morale somewhat.   (Same properties as Agridome greatly reduced output, however provides a MORALE bonus.)   Soil from New Terra seems to be just as good as soil on Earth.

Effect:   Similar to Consumer Goods factory, only automatic.   Every 10 ticks, increases morale by 5 points.

Requirements:   2 Workers, 20 power.  (same power as Agridome)   Must be connected to Command Center.   Requires Medical Center reserch, Recreation center reserch.   Looks similar to current Agridome.
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Offline BlackBox

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Ideas for OP3:NP
« Reply #4 on: August 19, 2004, 09:18:20 AM »
Here's a few, for any race (up to you really)

Research: Magnetic Amplification Technology
Prerequisite: Hi temp Ultraconductivity (perhaps?)
Lab: standard or advanced (you decide)
Result: MHD Generators now produce +200 power. MHD's now require 1 worker to operate.

Teaser (before research is done): Our scientists have proposed that perhaps we could increase the power output of our MHD plants by using several charged electric coils to amplify the magnetic fields that our MHD's use to spin power generating turbines.

Description (after research is done): Placing coils within and around the MHD helped increase the power output. However, 1 worker is required per MHD to monitor the process to prevent overheats.

--------

Research: Atmospheric Pressure Study
Prerequisite: Severe Atmospheric Disturbances
Lab: advanced
Result: Vortex Alert has the added information of predicting how long a vortex will last, and what direction it will move in.

Teaser: We plan to study the atmospheric conditions concering vortexes more, in order to know more about predicting them.

Description: In our study of vortexes, we found what conditions must exist for the vortex to begin to form. We can now predict how powerful a vortex will be and what direction it will travel.

--------

Research: Vortex Generation
Prerequisite: Atmospheric Pressure Study, Rocket Atmospheric Re-entry System, Magnetic Amplication Technology
Lab: advanced
Result: Weather Control Center structure available, Vortex Missile vehicle available (built at Spaceport)

Teaser: A group of people have proposed a new weapon in the fight against Eden. We believe we may be able to create the needed conditions to cause a vortex to form.

Description: Our test weapon was a success. We have devised a rocket launched from our Spaceports that will reenter and cause a vortex to form at the reentry point, guided by the Weather Control Center staff.

--------

Vehicle: Vortex Missile
Type: Rocket
Built at: Spaceport
Cost: a lot...

Power Use While In Flight: 100

A rocket that is targeted like the OP2 EMP missile, and it reenters at the target, creating a vortex there within 10 marks.
For it to be built or launched it would require an active Weather Control Center.
What it would look like? perhaps like the EMP missile, but a different color to distinguish it.
If there was not 100 power available for it to use while flying, or if the Weather Control center was destroyed/disabled during flight, it would go up but crash randomly somewhere in the area of the Spaceport that launched it.
In this type of crash, it wouldn't cause a vortex (needs the Power to do that) but would act like a meteor, damaging anything it hits.


Structure: Weather Control Center
Power Use: 40
Workers: 2
Scientists: 1
Prereq.: Vortex Generation
Cost: probably around 2000 common... its just a control center

Basically a structure that controls the flight of the Vortex Missile. If this structure is destroyed/disabled, Vortex Missiles can't be built or launched.
If its destroyed/disabled during flight of one of these, the missile crashes close to the spaceport it was launched from, damaging anything it hits.

Nothing special about it besides this.

Looks like: probably a (robot) command center type looking thing.

Offline Leviathan

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« Reply #5 on: August 19, 2004, 11:03:30 AM »
All great stuff. Hacker could the MHD gens not be monitored from the CC meaning u wouldnt need a worker 4 it 2 opertate? Also it would now need tube for the worker 2 get there.

Offline Betaray

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« Reply #6 on: August 19, 2004, 08:55:18 PM »
this is an idea ive had for years, since I started playing OP2

the one ive come up with was achelly a unit that transformes into a structure, it would be called the robo coloney, and when it is in structure form it would be called the seed coloney

it is basicly a single vec that can start a whole new coloney by it self

the vec would have heavy armor, 3000 hp move medium speed, and would be equiped to a small weppon, simmiler to a scorpion wepon, although it would only fire in self defence. It would cost 5000 common and 2000 rare mettals to build. it would be capible of survying ore beacons

when you want it to go, you load it up with 25 colonists at the cc, they would then be put in stasis and would not die unless the unit itself is destroyed.

the unit would have tanks of mettals 2000 common and 500 rare which it would use to slowly repair itself if it was damaged, those mettals would not be accessible to the rest of the coloney

it could be transformed into a building at any place that you could normally build a 2 tile building, when it transformes it grows to 5000 hp and its functions start.

it would have a small agradome that would produce 10 units of food, a power plant that would produce 20 units of power, it would have a nersery that would allow half the births of a normal nersery, it would have a med center able to hold 15 people, a univeristy that would be able to train workers at 75% of the normal univeristy and is able to train 2 scientists at a time, it would also have a small factory that is able to produce a cc, a structure fact, a convec, an earthworker, and a very small combat unit that I would describe later. When the building becomes disabled, all the systems would shut down including the defence weppon, the only system that would remain on would be the self repair, and it would continue to mine and smelt, but it would be reduced to a rate of 50 common and 5 rare a time mark.

It would also have a mine and smelter, for maximum effect if is desired to place it on a mining becon, but it can also be deployed away from the beacons, if it is away from a beacon, it would produce 150 common and 50 rare every time mark, if it is deployed onto a beacon it would produce its normal yield every time mark, and the other mettal would be produced as though it was not on a beacon

while it is a building mode it would have 5000 common storage and 2000 rare storage, it would use these mettals to repair itself those mettals would be accessible to the rest of the coloney

The commands for the robo coloney would be the same as the robo miner, except that it can build anywhere, and it can survey mining becons. For the seed coloney however, it would have 4 building controls, they would be, retract (see below), build (it would take you to the build window) train (allows you to train up to 2 scientists) and idle (when it is idle, all systems shut down, including the self repair system, and the mining/smelting system shuts down completly as well as it emptys all tanks of mettals). On the screen it would have the status of food and power being produced, and when it is happoning, building a unit or structure (it can only build one at a time) and/or training a scientist (it can do both at the same time, if it is, it shows 2 progress bars one above the other)

the units it would produce would be very small, insted of being wheeld or tracted or legged, they would roll themselves with a uni wheel, they would have 50 hp with no armor, would be fast, and would cost 50 common mettals a piece, they would be equipted with a weppon simmiler to the scorpions, the robo coleony would be able to produce 10 at a time for a cost of 500 common, and they can be built quickly, the seed coloney would be the only place you could build this unit, the seed coloney would still be equited with the small defensive weppon

the seed coloney would be able to transform back to the robo coleoney (by pressing the retract button), when it does all of its production facilitys stop, it looses 2000 hp (if it is under 2000 hp, transformation would not be possible), if there is no active cc the colonists come back to the seed coloney, if there is one, it would be empty of people and would have to dock at the cc to receave them, its mettals are pumpd to other storage facilitys untill the vecs tanks can hold it, if there is an excess, the mettal is lost.

the vec would look similer to a eden robo miner, except that the frount would be wheeled and equiped with a survayors probe, the main body would be round and would have tracks on both sides, in the center there would be a protruding tower with the top being semi-sphereical, the frount half of that sphere would be green from the agradome.

when it transformes into a building, the tower becomes taller and the base widens, on the right side a power dish would be made, and the frount would open into a loading dock.

I beleave that is about as in deph as I can think right now, if you have any questions or ideas about this, please let me know (all this info was made by me being bord one day, although I still think it would be really cool if you could make it)
 
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline PlayingOutpost0-24

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« Reply #7 on: August 20, 2004, 04:02:49 PM »
lol a wave of ideas... oh well i reply them 1 by 1.
Anyway don't forget if something needs special resources: Magma or Geothermal Gas.

----------------- ME! -------------------- (lol im an egoist)
The Zorniths are capable of "infecting" the vehicles of the enemies. Infected vehicles can move with the 25% of original speed, half damage (if weapon), and recieve 1 point of damage every mark. Duration: 50 marks.

Research: Shielding
Side: Eden, Plymouth, Zornith.
Required: Space Program
Lab: advanced
Effect: new building - Rocket Defense.
Teaser: Scientists discovered that our meteor defense lasers aren't enough powerful against the new constructions of the EMP, Storm and Vortex missiles. But there could be a way to magnify damage done with the laser...
Description: Rocket Defense kit is now available at Structure Factory.

------------- Edit-sirbomber -----------
Good thing u have came up with the defenses i needed something anyway that is not a Guard Post-like thingy.
Anyway Zornith will have few vehicles. What about using the heavy scout as a more effective training form so they will have a more trained scout capable of deploying human EMP bombs?

--------------- Baikon ------------------
Increased fire rate for Thor's Hammer. It is very powerful so i can only give a bit... hmmm... a half sec maybe. It is not too much but i assure u, you will see the difference. lol
As i said, Thor's Hammer is a very powerful weapon so the Plymouth's shield is good idea.

--------------- Hacker ------------------
MHD powr increase is good idea but i agree with lev (only half lol)... one worker is also good idea but then it needs tube. ummm... i'll include but i will make sure i have tube connected with it.
I hate when i don't know what vortexes do. (see Plymouth Mission 8) Include...
Now comes extreme. Weather Controlling is a good idea but i think i put something in there. Vortex generation will need Storm Generation. Storm Generation will have same requirements as ur current Vortex Generation but it will make Storm Missiles and the Storm Generation will enable Weather Control.
Storm Missile can generate 20 marks of storm going opposite direction of your base's direction. We need a price... Storm: 5000 C, 2500 R. Vortex: 15000 C 7500 R 1000 Meteoric. Lol sorry for modifications but lets make a bit warm up till extreme. :P

--------------- Betaray -----------------

wow u sure worked out the unit...
The robo colony/seed colony is good idea and i'll include it.
Here are some of the things i would change (answer with OK or No for each):

1. I think that if it goes back into a vec. and there is storage excess, they drop down a package which can be picked up by Cargo Trucks and get it into GORF.

2. The robo colony can store up to 1000 food. Seed colony could store unlimited. Also drops package.

3. The robo/seed colony could contain a convec (for building) and a Cargo Truck (for carrying a dropped package) at instant.

4. The seed colony SF could contain Tokamak, Agridome, Standard Lab, University, Nursery, Residence. All at low price but very increased build time.

5. The seed colony could contain a Basic Research Lab and GORF. The Basic R. Lab can research seed/robo colony modifications (like increased weapon fire rate, etc.), modifications for the little vehicle (like weapon damage) and some standard lab researches that is needed (Hydroponic Growing Media, Automated Diagnostic Examination, Focused Microwave Projection).

Can u send me a basic (like a simple drawing in paint) image of the robo and the seed colony? thx

--------------------------- Fin ----------------------
...phew i never wrote a message that is soooooo long... cant i get some more credits for it lol.  :D  
« Last Edit: August 20, 2004, 04:50:58 PM by PlayingOutpost0-24 »
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Offline Tellaris

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« Reply #8 on: August 20, 2004, 05:31:55 PM »
Playing outpost, THE LASER, not the hammer, LASER!!!!!    :P
Upgradeing the laser makes Eden a viable multiplayer faction, as its somewhat closer to the microwave (which can waste laser hands down)
And what about the soil based agridome?   Unless they're still running from the blight, not a good idea, otherwise it might be a fairly good morale booster...
« Last Edit: August 20, 2004, 05:35:00 PM by Baikon »
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Offline PlayingOutpost0-24

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« Reply #9 on: August 20, 2004, 06:02:53 PM »
Sorry i was a bit... oh well i dunno how u say it in english lol..
So the laser. That really needs it. One and a half seconds reducing of cooldown.
Thought of modifying sheets would make Eden a normal multiplayer side. (for OPU: u should do that in the next update lol)
What is soil based agridome? im not that good in english
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Offline Tellaris

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« Reply #10 on: August 20, 2004, 06:19:17 PM »
Sorry for dubble post, this is just to clareify.

Hydroponics:   Growing planets in water enriched with required minerals for plants to grow.
Soil growth:   Self explanitory, growing plants in dirt.

I'm assumeing that they do it all in hydroponics, thus:
Dirt growth might give a different taste then hydroponically grown/genetically engineered food.   Probobally all in the head, the mind is very powerful modifyer over what you experiance.   If you convince people that food grown in dirt rather then hydroponics tastes better, it will taste better to those that believe it.   (Maybe it does, I've never eaten hydroponically grown food that I know of, so I can't say for sure)

Just decided to check the OP2 online manuel, its not very clear untill you read later on...

Quote

Using a variety of advanced agricultural techniques, including accelerated growth, hydroponics, genetically engineered plants, and efficient management that times harvest and replanting down to the minute, an Agridome can feed up to 40 Colonists.  An Agridome not only produces enough food, but enough variety and a constant turnover of fresh products to keep your Colonists both healthy and happy.


What I'm also proposeing adds in a morale effect, which, unlike in the block of text presented is nonexistant.   It pleases people if you have a food surplus.   Nothing more then that.

Quote

Below him, steel disks at the end of the arm, guided by automatic controls, cut a furrow in one of the long trays of black soil that ran the length of the building.


So they do use dirt to some degree.   So then, a second bit can be added:

Hydroponic Agridome:

Gives a food bonus of +10 more then the Agridome.

Requires advanced Agridome Growth Techniques.
« Last Edit: August 20, 2004, 06:36:37 PM by Baikon »
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Offline PlayingOutpost0-24

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« Reply #11 on: August 20, 2004, 06:35:26 PM »
Hmmm... ok Soil Agridome will be in. But no more agridomes plz. lol
The Stickyfoam enhancement isnt a stupid idea either...
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Offline Leviathan

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« Reply #12 on: August 21, 2004, 08:19:56 AM »
I could make the StickFoam and the Eden balance mods,
both require you to overwrite the sheets.vol, so i wouldnt just include them in an update because it would change every1s games and people may not want 2 play it allways, they may want 2 play normal op2, how it was made.
tho i think improving the game is a good idea and howevea we can we should try to, if i made these mods i could make a op2 updated version.

Offline PlayingOutpost0-24

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« Reply #13 on: August 21, 2004, 10:22:40 AM »
u still can install two seperate ones...
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Offline BlackBox

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« Reply #14 on: August 21, 2004, 07:30:27 PM »
Quote
I could make the StickFoam and the Eden balance mods,
both require you to overwrite the sheets.vol, so i wouldnt just include them in an update because it would change every1s games and people may not want 2 play it allways, they may want 2 play normal op2, how it was made.
tho i think improving the game is a good idea and howevea we can we should try to, if i made these mods i could make a op2 updated version.
We might be able to mod dlls to change the sheets.vol to have balance mods before the game starts...then change it back once the game ends.

Offline PlayingOutpost0-24

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« Reply #15 on: August 22, 2004, 06:02:09 AM »
do it cuz Eden is too... weak with this fire rate.
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xfir

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« Reply #16 on: August 22, 2004, 09:12:05 AM »
Title: Laser Recomposition
Teaser: Searching through archives recovered from the Conestoga, we have found mention of a Laser deposition constuction method.
Description: The laser deposition technology has allowed us to upgrade our factories to construct structure kits and velichles at a higer rate.
Result: Increased building speeds in all factories.

---

Random ideas:

An "infector" like you described except instead is a computer virus, carried via either scout or missile that will cause a colony to "shut down" production for a few marks.

What about ground mines as defense? When velicles roll over them, BOOM.

Use lightening storms to generate power? Based off Weather Control stations.

Deformable terrain. I.E. you can build trenches.

Offline PlayingOutpost0-24

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« Reply #17 on: August 22, 2004, 11:23:57 AM »
Well at heavier units (which have looooong production time...) the Laser Recomposition would be a good idea but the Teaser it a bit OP2... in OP3 the Eden and Plymouth both left New Terra without the most parts of the Conestoga.

I though the "infector" as a unit that infect vehicles (effect above) so the scouts can capture it and control it manually... But anyway the Zornith could use some Missiles...

Ground defense mines are planted by Heavy Scouts (ESG) and Zornith Heavy Scouts (EMP).

Well the Weather Control sation as i used up the idea will take 200 power units and extra 100 when generating weather. But a Lightning supplied generator is a good idea.

Hmmm... what are trenches? Im still thinking on building cliffs and raising ground and oppiosite but i think no.... Raising and lowering terrain in-game could destroy a mining place or cliff mine...

----------

Building: Storm Generator
Researches needed: Space Program, Storm Generation, Storm Power
Power usage: -700 (- gives + uses up)
Workers/Scientists: 0/0
AUTO DAMAGING
Maximum number: 2
Needs: Operating Weather Controll
The Storm Generator provides energy if u use the Spaceport to send up a Storm Control Sattelite (to ALWAYS generate storms near the WCC). Storm Generator needs to be maximum 20 blocks distance from the WCC.
« Last Edit: August 22, 2004, 11:28:52 AM by PlayingOutpost0-24 »
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Offline Betaray

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« Reply #18 on: August 22, 2004, 12:43:49 PM »
all good ideas

I agree with your mods for the robo/seed coloney, I didnt have the extra kits and such because I thought that people would think it was too self contained, but yes, having those mods would make it alot easior to build a new coloney from scrach

ill start working on that imige (im not a very good pic maker lol)
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I just hope they don't explode

Offline PlayingOutpost0-24

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« Reply #19 on: August 22, 2004, 01:27:33 PM »
i only need a basic image like this:
Code: [Select]
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/     ___       \           _
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the only thing put it in paint...
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Offline Betaray

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« Reply #20 on: August 22, 2004, 08:50:11 PM »
you got it

btw what about a super heavy combat unit called the Lion, it would be tracted, have heavy armor have between 1000-1200 hp, and 3 turrets, the middle one is always emp
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline Tellaris

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« Reply #21 on: August 23, 2004, 01:15:27 AM »
Betaray:

That would call for a MAJOR modification of the EMP weapon.   It is simply way too powerful for EVERY single unit to have one.

Sorry, I thought this was something to do with op2, not op3, it wasn't very clear.
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Offline PlayingOutpost0-24

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« Reply #22 on: August 23, 2004, 07:43:49 AM »
Beta, i already have a Lion super-heavy combat chassis... It will have 3 turrets of same type (eg. ESG,ESG,ESG) but if you research Lion Weapon Combination u can have 2 or 3 different types of turrets on it... (Currently: ESG, EMP, ESG; S, MIC, EMP; RPG, EMP, RPG; EMP, MIC, EMP)
The Lion's speed without researches is equal with the Tiger's, however the speed research will make both a bit faster than Panther, and speed up the Panther and Lynx too.
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Offline Betaray

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« Reply #23 on: August 23, 2004, 04:42:59 PM »
ok well, just about every idea I have come up with has alredy been posted in different parts of the forums, my main one is the one above, and im happy with it

btw, I was thinking, because it would have that lab, mabe it would be able to have one more feature, because probly the only time you would use it would be to escape from an invasion, itself, nomatter how many hp it has, would be going up against an army that decamated your coloney, and thus would make short work of it

so I propose that it would be able to reshurch a rocket assisted balistic escape route

when it is in seed coloney mode, it would be able to produce rocket propellent, once it is done, the structure would explode when destroyed (simmiler to a spaceport) and would spontanisoly explode when damaged

it would also give you the option of a 5th button, Launch, when you press it, it would give you the same targeting curser as the emp missle, you may limit the range that it could go though

when you click where you want it to go, it would automaticly transform into robo coloney form (it still looses the 2000 hp, so you would have to plan accordingly) wich would also take time, than it launches, it comes down where you targeted in the same robo coloney form except it looses 1000 hp due to reentry,

after that it would be able to transform back, and hopefully mount a great enough defence and build a coloney

just another idea to the same old one lol

man this thing would have to be huge lol
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode

Offline PlayingOutpost0-24

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« Reply #24 on: August 23, 2004, 05:38:58 PM »
i dont think i understanded what u were trying to say. u mean to launch s/r colony like an EMP missile and make it land elsewhere... good idea but i add autorepair to the r/s colony too.
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Progress in OP3:NP[/size][/font]
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