Author Topic: Rogue Vehicles  (Read 3147 times)

Offline Combine Crusier

  • Sr. Member
  • ****
  • Posts: 456
Rogue Vehicles
« on: August 28, 2007, 06:04:01 AM »
I remember seeing someone talking about rogue vehicles here a while back... so recently I got an idea of how they might occur...

"Rogue Vehicles"
Requires Cybernetic Teleoperation

DESCRIPTION
_______________________________________ Our scientists have discovered why some of our damaged vehicles fire at any opponents or are fired upon. These “rogue” vehicles are the byproduct of damage to certain systems which cause this erratic behavior; our scientists have categorized several different types of rogue vehicles below.

Rogue Type A: These vehicles appear to have taken damage to their IFF transponder which sends out it’s identification signature. When this part is damaged it causes the ID signature to cease being broadcast this in turn causes nearby vehicle “friend or foe” to automatically open fire on the vehicle, it is advised to withdraw this vehicle from any military force where our repair capable vehicles or garages can replace the damaged system.

Rogue Type B: These vehicles appear to have taken damage to their communications system which allows manual control over the vehicle. Since this system does not affect onboard systems the vehicle will not be fired upon and will not fire at friendly vehicles.
Since you cannot order these vehicles you must have a repair capable vehicle replace the damaged system in the field.

Rogue Type C: These vehicles appear to have taken damage to their targeting system which receives and utilizes IFF codes from other vehicles. This type of rogue vehicle will open fire on any vehicle rogue or not. This particular type can be ordered to hold fire so a repair capable vehicle or garage can replace the damaged system.

Rogue Type D: These vehicles appear to have taken damage to their targeting and their communications systems. This in turn causes it to fire at any vehicle and will also make it impossible for it to be manually controlled. It is advised to destroy these vehicles before they inflict significant damage.

Rogue Type E: These vehicles appear to have taken damage to their targeting and their IFF transponder systems. This in turn causes it to fire at any vehicle and will also cause it to be automatically fired upon by armed vehicles friend or foe. It is advised to destroy these vehicles before they inflict significant damage.

Rogue Type F: These vehicles appear to have taken damage to their targeting, communications, and their IFF transponder systems. This in turn causes it to fire at any vehicle and will also cause it to be automatically fired upon by armed vehicles friend or foe while also making it impossible for it to be manually controlled. It is advised to destroy these vehicles before they inflict significant damage.

TEASER
 _______________________________________ We have encounter several difficulties with our vehicles firing at one another, our scientists have proposed a possible explanation to these events but their idea needs further testing.

-----------------------------------------------------------------------------------------------

I remember seeing someone talking about rogue vehicles here a while back... so recently I got an idea of how they might occur...


"Vehicle Control Systems"
Requires Rogue Vehicles

DESCRIPTION
_______________________________________ The Single System Unit (S.S.U.)
utilizes a single compact control unit that runs all operations from inside a heavily armored block. Also in order to prevent rogue vehicles all vehicles will be equipped with a secondary control block.

Reduced chance of rogue vehicle occurances.
Lynx Class Vehicles- +20 HP
Panther Class Vehicles- +15 HP
Tiger Class Vehicles- +10 HP

TEASER
 _______________________________________ Our scientists have proposed a possible means to help prevent our vehicle systems from taking damage by creating a single system unit.


"Advanced Dual-Weapons Chassis"
Requires Dual-Weapons Chassis
Requires Vehicle Control Systems

DESCRIPTION
_______________________________________ While we have made significant modifications to the original tiger chassis it has been decided to give it a seperate designation. The Advanced Tiger is designed specifically to utilize the S.S.U. which permitts the extra space in the vehicle chassis to be used for extra power and coolant systems.

Advanced Tiger
HP: 1150
Armor: Very Heavy
Speed: Very Slow
FP: 2 Guns +5% ROF and FP
Ore Costs: High

The Advanced Tiger is equipped with a more advanced and compact control block that is totally solid except for the coolant systems. It is equipped with advanced gel armor that is capable of filling in breaches in the primary armor plating. Also it is equipped with a larger and more advanced engine, reactors, and coolant systems. The final major advancement of the Advanced Tiger is it's advanced multi tracking turret system, this system mounts each gun in in the standard Tiger turret however the system allows each gun to spin 180 degrees while the turret is still this is achieved by putting each weapon on a rotator ring inside the turret. This allows the vehicle to attack two vehicles at once while also allowing both guns to be focused on a single target if the controller decides orders the vehicle to do so.

TEASER
 _______________________________________ Our Engineers working at our vehicle factories have proposed several improvements to our tiger chassis.
« Last Edit: August 28, 2007, 07:18:35 PM by Combine Crusier »
Fire at will!

Offline Sirbomber

  • Hero Member
  • *****
  • Posts: 3237
Rogue Vehicles
« Reply #1 on: August 28, 2007, 10:44:16 AM »
I used the Search thing and the only thing related to rogue vehicles was this thread Combine.  The "Rogue Vehicles" were vehicles that had been infected by the Blight. I'm guessing you were thinking of a post someplace else where Arklon said he wished that when a vehicle was infected by the Blight a hostile AI would take control of it and begin attacking players with it, rather than the vehicle simply being destroyed.

Or you could just be thinking of Eden Chapter 4...
"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

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2308
Rogue Vehicles
« Reply #2 on: August 28, 2007, 01:41:05 PM »
If the vecs have damaged internal componets there most likely dead already.  You have to get the to the internals first and if you do that the vec would go POP.  I do not see how they would get any speed or HP boosts when really there only as good as when they came out of the factorties with full upgrades.  You really make these "rogue" vecs sound like a Chocobos from final fantasy and there just out there roaming around waiting for you to catch them.

Quote
It is equipped with advanced gel armor that is capable of filling in breaches

HEH love it when people use my ideas.

Quote
When this part is damaged it causes the ID signature to cease being broadcast this in turn causes nearby vehicle “friend or foe” to automatically open fire on the vehicle, it is advised to withdraw this vehicle from any military force where our repair capable vehicles or garages can replace the damaged system.

Causualty of war build a new one dont waste time on trying to help the injured vec.

Quote
Rogue Type B: These vehicles appear to have taken damage to their communications system which allows manual control over the vehicle. Since this system does not affect onboard systems the vehicle will not be fired upon and will not fire at friendly vehicles.
Since you cannot order these vehicles you must have a repair capable vehicle replace the damaged system in the field.

Cannon Fodder.

Quote
This type of rogue vehicle will open fire on any vehicle rogue or not. This particular type can be ordered to hold fire so a repair capable vehicle or garage can replace the damaged system.

Why repair just send it to a enemy base.  Build a new unit.

Quote
Rogue Type D: These vehicles appear to have taken damage to their targeting and their communications systems. This in turn causes it to fire at any vehicle and will also make it impossible for it to be manually controlled. It is advised to destroy these vehicles before they inflict significant damage.

Exactly blow it up and build a new one. the same for the rest of them.
« Last Edit: August 28, 2007, 01:43:42 PM by Freeza-CII »

Offline Combine Crusier

  • Sr. Member
  • ****
  • Posts: 456
Rogue Vehicles
« Reply #3 on: August 28, 2007, 07:22:57 PM »
They weren't called rogue vehicles they were called something else however the general idea is the same.

And if a vehicle's communication systems are disabled... you can't tell it to self-destruct.

Also the general idea of a rogue vehicle is to have it rarely occur but when it does it tends to be a sever thorn in your arce.
Fire at will!

Offline Starfox00000

  • Jr. Member
  • **
  • Posts: 85
Rogue Vehicles
« Reply #4 on: August 28, 2007, 07:47:26 PM »
we cant make this happen in op2. while the idea of different systems of a vechile being damaged is interesting, it really wouldn't do all that much. even a 'rouge' thors tiger if its in an army of them wont do much. Plus, if this happened, you think people that could build a rail gun, emp grenade, and lightning gun could outfit vechile that become dangerous to auto self destruct. Not to mention what freeza said - its easier to kill it and build a new one - the only way to change that would be to make tigers *really* expensive. interesting idea though.

Offline Combine Crusier

  • Sr. Member
  • ****
  • Posts: 456
Rogue Vehicles
« Reply #5 on: November 18, 2007, 06:29:46 PM »
Yes... If you had just one but suppose you attacked a Plymouth colony and were hit by an EMP missile afterwhich they began to reprogram your tigers but the spiders were destroyed in mid programming? Instead of reverting back to the original owner perhaps they could go rogue, IE: their targeting and communication systems are corrupted. Then there is another possibility.... somebody spams starflares or novas, they send them towards your base but you send your vehicles to destroy them, the other player kamakazies your defenses... perhaps damaged vehicles could go rouge in small numbers this would present an opertunity for the other player to launch another assault as your vehicles may be unresponsive to your commands. Of course rogue vehicles could be particularly painful when you only have a precious few vehicles, of course it would be particularly bad if it were a supernova.

Bye bye Vehicle Factory!

The point is that if targeting specific systems is integrated into OP3 something is going to a vehicle that gets hit in the equivilant to it's brain IE: AI amnesia.
Fire at will!

Offline Freeza-CII

  • Administrator
  • Hero Member
  • *****
  • Posts: 2308
Rogue Vehicles
« Reply #6 on: November 18, 2007, 06:54:10 PM »
Corrupted computer systems made by man tend to be well f***ed and usually dont work at all.  VISTA!

Offline Marukasu

  • Full Member
  • ***
  • Posts: 110
Rogue Vehicles
« Reply #7 on: November 28, 2007, 01:57:25 PM »
Quote
Corrupted computer systems made by man tend to be well f***ed and usually dont work at all. VISTA!

Most of the time they don't even operate.
They just sorta crash. Even if a function became corrupt, i doubt that would mean that the vehicle would be able to perform the most basic of tasks(like shooting a friendly unit).