Poll

Should the Evacuaction Transport be aviable to build in multiplayer games?

Yes
28 (58.3%)
No
20 (41.7%)

Total Members Voted: 46

Author Topic: Evacuaction Transport  (Read 6730 times)

Offline Leviathan

  • Hero Member
  • *****
  • Posts: 4055
Evacuaction Transport
« Reply #25 on: March 09, 2005, 04:40:01 AM »
Well the vote is close now, 11-12
Need to get everyone to vote cuz i no they havent..!

Offline xamlit

  • Full Member
  • ***
  • Posts: 160
Evacuaction Transport
« Reply #26 on: March 09, 2005, 04:52:47 PM »
Just tied it up. ;-)

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4955
Evacuaction Transport
« Reply #27 on: March 09, 2005, 07:24:55 PM »
VOTE NO!

It's just another useless option to click. I don't like having to worry about useless changes like that, nor do I want to confuse new people to the game with why it's there.

Besides, using an Evac Transport as a decoy is just plain silly. It's one of the most expensive vehicles out there. And it's useless! It has a base costs of 900 ore. You'd be better off spending the money on a unit that could fire back. (for less ore!)

Offline CK9

  • Administrator
  • Hero Member
  • *****
  • Posts: 6226
    • http://www.outpost2.net/~ck9
Evacuaction Transport
« Reply #28 on: March 09, 2005, 08:33:40 PM »
VOTE YES!

If you aren't paying enough attention to what you are clicking on to see a simple difference in name you shouldn't be playing.  Also, New people should have the opportunity to learn from their own clicking mistakes, not be forced into a single way.

There are games when you actually have more ore than you need and an expensive distraction is worth it.  Also, a decoy is one of the most useful things out there.   Which do you think an opponent will most likely send most of their unots after: 1 lynx or 1 panther?  Only an idiot would put next to no unit focus on a panther when the alternative is a lynx, especially when the lynx can be destroyd in much fewer shots.
CK9 in outpost
Iamck in runescape (yes, I still play...sometimes...)
srentiln in minecraft (I like legos, and I like computer games...it was only a matter of time...) and youtube...
xdarkinsidex on deviantart

yup, I have too many screen names

Offline Highlander

  • Hero Member
  • *****
  • Posts: 780
  • Outpost 2 Elder
Evacuaction Transport
« Reply #29 on: March 10, 2005, 05:56:47 AM »
I'd definatly hit the lynx first ;)
There can be Only one. Wipe Them out. All of Them.

Old player still playing. Visit Spark for a game of Outpost 2

Offline BlackBox

  • Administrator
  • Hero Member
  • *****
  • Posts: 3093
Evacuaction Transport
« Reply #30 on: March 10, 2005, 03:38:43 PM »
Lol, the people who make the updates trying to tell you how it should work. lol. :P

Whatever the vote comes down to is how we're going (the poll itself). The results won't be swayed by the posts (well, indirectly they may. but you know what I mean).

Some facts about the Evac Transport:

1. It is a USELESS object. So don't ask if it can be made to be able to transfer colonists or whatever, because that CAN'T HAPPEN. (at least not currently, and not by the next update either) It doesn't really serve any purpose other than you need to have X number for your population (like in the campaigns), and limited use to "transfer colonists" in campaigns (NOT as a general-use object).

2. It can be turned on and off by custom tech trees. Basically what we are asking is if you want it enabled by default in the default techtree, MULTITEK.TXT. If you turn it down it is not totally removed from the game (if you have a custom techtree for the map it can be made available), and conversely, if you vote Yes to it it can be disabled for maps with custom techtrees just the same.

3. Just vote! No ties allowed. :P

Offline CK9

  • Administrator
  • Hero Member
  • *****
  • Posts: 6226
    • http://www.outpost2.net/~ck9
Evacuaction Transport
« Reply #31 on: March 10, 2005, 03:42:54 PM »
do we have a decision deadline?
CK9 in outpost
Iamck in runescape (yes, I still play...sometimes...)
srentiln in minecraft (I like legos, and I like computer games...it was only a matter of time...) and youtube...
xdarkinsidex on deviantart

yup, I have too many screen names

Offline Tellaris

  • Sr. Member
  • ****
  • Posts: 460
Evacuaction Transport
« Reply #32 on: March 10, 2005, 04:41:52 PM »
A draw.   We need a tiebraker.

One reason to have it, I prolly mentioned this, ROLE Play!

It has no purpose.
its slow.
Its pointless.
Its a waste of ore.
Its essentially useless.
It can be added into custom maps (Perhaps the Editor can be made to decide this?)
I'd change my vote to no, but I already voted.   So, SOME ONE VOTE!!!
Spell Checker!   The PoWeR tOoL
Click Here For Coolness
Self Proclaimed OPU Help desk.

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4955
Evacuaction Transport
« Reply #33 on: March 10, 2005, 07:07:58 PM »
Lol, yes, I find my attempt at vote swaying somewhat amusing. I just find most of the reasons for having it in are a bit irksome. That and there seems to be a number of votes for the yes side which I'm not sure where really made with a clear idea as to what the poll entails. Anyways, vote how you want, just make sure you know what you're voting on.
 

Offline Leviathan

  • Hero Member
  • *****
  • Posts: 4055
Evacuaction Transport
« Reply #34 on: March 28, 2005, 03:13:28 PM »
I realy think it wil end up not being included as default for multiplayer, it wasnt there in the first place.

And it can be added to any custom maps if wanted.

Offline zigzagjoe

  • Hero Member
  • *****
  • Posts: 626
Evacuaction Transport
« Reply #35 on: March 28, 2005, 04:22:23 PM »
unless it servs a purpose i don't really see a reason to have it

Offline Nightmare24148

  • Full Member
  • ***
  • Posts: 148
Evacuaction Transport
« Reply #36 on: April 05, 2005, 09:29:58 PM »
If you can do it, make it hold 25 people (it holds that much) but make the morale improvement very low...

^_^
I look to see, in the mirror.

All I see, is that he is me.

Offline BlackBox

  • Administrator
  • Hero Member
  • *****
  • Posts: 3093
Evacuaction Transport
« Reply #37 on: April 06, 2005, 02:35:13 PM »
AGAIN -- we can't do anything like that in the game as of right now. All we can do at the moment is enable it in multi/colony games or disable it.

So just make your vote.

We will think of these ideas sometime in the future however.

Offline Sirbomber

  • Hero Member
  • *****
  • Posts: 3238
Evacuaction Transport
« Reply #38 on: April 18, 2005, 07:20:58 AM »
I thought the Evac Transport held 50 people?
I can think of some uses. But, as stated earlier, none can be done yet.
When it can be done, however, it should be able to load like a truck, convec, etc.
Oh, wait: Keep it.
« Last Edit: April 18, 2005, 07:21:37 AM by Sirbomber »
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

Outpost 2 Coding 101 Tutorials