Poll

In interests of patching would you remove starflare and supernova guardposts?

Keep both (do nothing)
12 (70.6%)
Remove both
5 (29.4%)
Keep Starflare but remove Supernova
0 (0%)
Keep Supernova but remove Starflare
0 (0%)

Total Members Voted: 16

Author Topic: Starflare/Nova GPs  (Read 7920 times)

Offline Savant_Ace

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Starflare/Nova GPs
« Reply #25 on: September 24, 2012, 03:44:42 PM »
See? Tactical innovation. Thats what makes it all great.

Offline Flashy

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Starflare/Nova GPs
« Reply #26 on: September 24, 2012, 03:48:03 PM »
Altough I actually meant sending scouts in to clear the mines, cleaning them seems rather pointless
« Last Edit: September 24, 2012, 03:48:25 PM by Flashy »
Praise the mighty light towers!!!

Offline Savant_Ace

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« Reply #27 on: September 24, 2012, 03:51:42 PM »
Pshaw, every mine needs a good cleaning. They would have named it the Mine Wash if cars weren't given the political upperhand by lobbyists who had financial interests in the petroleum industry.

Offline Spikerocks101

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« Reply #28 on: September 24, 2012, 07:16:00 PM »
If we ever get the source, I'm creating a vehicle that goes out and give mines a good scrubbing. After the mine is cleaned, the Savant computer will say "The mine is clean and ready". Now that I think of it more, you should be able to paint the mine with the said vehicle, either with camouflage or with a giant smiley face on it so that people know that the mine is there, and are careful. I bet it will be a very popular vehicle.
I AM YOUR PET ROCK!!!!!!

Offline TH300

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Starflare/Nova GPs
« Reply #29 on: September 25, 2012, 02:33:31 AM »
I can imagine how increasing those guardposts' hitpoints and allowing them to auto-detonate on enemy contact will slow the enemy down. I like the idea. Savant is right when saying that speed is not the most important thing in Outpost 2.

Admittedly, the range of a starflare is small, but it can be enough to close a bottleneck. And the supernova is good enough.

Offline Spikerocks101

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« Reply #30 on: September 25, 2012, 10:56:32 PM »
Just remember, if the GP Starflare's health is to high, and the damage isn't, you can have the problem/benefit of the Starflare going off and not blowing up XD
I AM YOUR PET ROCK!!!!!!

Offline Savant_Ace

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« Reply #31 on: September 26, 2012, 09:52:00 AM »
I'm fairly certian that we would be sure not to make that an oversight in the beta testing.

Offline Flashy

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« Reply #32 on: September 27, 2012, 06:23:08 AM »
The question would be: Should it be considered a bug if you can use your mines several times without having to go through replacing the whole building each time (Structure Factory->Building->Storage->ConVec->Transport to it's position->Deployment).
Praise the mighty light towers!!!

Offline Savant_Ace

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« Reply #33 on: September 27, 2012, 09:26:42 AM »
I see that whole proceedure as a part of the game play. I personally find it much more realisic than Starcraft where an SCV basically pulls a 30 ton block of steel out of its ass...

Offline lordpalandus

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Starflare/Nova GPs
« Reply #34 on: September 28, 2012, 03:16:12 PM »
What if you increased the explosive radius of the starflare/supernova turret by 100% while reducing their damage by 25%. This way they could hit targets farther away, but wouldn't be terribly overpowered compared to the mobile version of the weapon?
« Last Edit: September 28, 2012, 03:16:32 PM by lordpalandus »
Currently working on Cataclysm of Chaos, Remade.
Link to OPU page = http://forum.outpost2.net/index.php/topic,6073.0.html