Things I can do, some can be done?

Moderators: GSH, VSMIT, Red Devil, Commando

Which feature would you prefer to be added in the next PB?

Poll ended at Fri Apr 06, 2012 5:25 am

Tugs and Haulers can carry weapon crates/supply pods that can't be picked up until dropped, or until the vehicle/crate/pod is destroyed.
2
29%
Scion Archers deploy as far as possible from an enemy unit before attacking, and always seek the highest surface to land on, while still keeping the enemy unit in range.
3
43%
"Radiation Mode" for multiplayer strategy games and deathmatches.
0
No votes
Minor buff for Scion Resin Gun, as well as longer range for use in Archers and other craft.
2
29%
 
Total votes: 7

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MrTwosheds
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Re: Things I can do, some can be done?

Post by MrTwosheds »

ZA has a recycler variant, send them to him.
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S.cavA.rmyG.en
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Re: Things I can do, some can be done?

Post by S.cavA.rmyG.en »

MrTwosheds wrote:How do you get 1 mortar to spawn 2 different objects?
tap them to a building that will let you do up to 8 objects or more.
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Zax
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Re: Things I can do, some can be done?

Post by Zax »

Tugs and haulers will never be made to be improved in stock gameplay. Do not even bother attempting. Only specialized tug-centric game modes have a shot of using a 100% utility based vehicle.
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Zero Angel
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Re: Things I can do, some can be done?

Post by Zero Angel »

VSR variant has increased tug/hauler speed by 50% with no adverse effects noticed (it's about twice as fast as a constructor -- not exactly a 'speed demon', but useful for long hauls now). I don't really see a point to the tug/hauler thing unless you could build a tug variant that carried a container that carried service pods -- and even that might be more of an MPI thing.
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Red Devil
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Re: Things I can do, some can be done?

Post by Red Devil »

tugs are used to haul crigs around faster, so that might upset things a bit
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Zax
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Re: Things I can do, some can be done?

Post by Zax »

Red Devil wrote:tugs are used to haul crigs around faster, so that might upset things a bit
"faster"

If that were the case, why not combine the hovering aspects of a tug with the building characteristics of a construct....ohhhh, that would be too outlandish to even begin considering :)
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Red Devil
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Re: Things I can do, some can be done?

Post by Red Devil »

sure, why not give the crigs the same speed as scout...
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Zero Angel
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Re: Things I can do, some can be done?

Post by Zero Angel »

Yeah, it was one of my main concerns about tugs in strat games -- if you make them too fast then it provides a near instant way to set up camp in front of the enemy's base with guntowers or haul in a constructor to demolish the enemy's recycler (after taking their defenses down). Anyways, to give a good perspective about the speed of tugs and crigs, these are what the speed values are:

ISDF/Scion Constructor: 6.5m/s
ISDF Tug (stock): 10m/s
Scion Hauler (stock): 12m/s
ISDF Tug (VSR): 15m/s
Scion Hauler (VSR): 17m/s
ISDF/Scion Scouts: 30m/s

The base idea behind the slow tug/hauler speeds is a valid one, it would be a bad thing for people to use tugs/haulers to walk spires and GTs to places where they normally shouldnt -- but in my experience most commanders feel that it's too much trouble to micromanage the tugs (especially in cases where available unit slots are valuable) and usually just end up posting assault units at the desired location of field GTs and march their constructors out the old fashioned way -- Scions who want to accelerate the process of spire walking typically use sonic wave for that too. I've also tried using the faster tugs to demo an enemy rec and in cases where the defenses are minimal but the enemy team still has a lot of fight left in them, it tends to be unsuccessful due to the low HP of the tugs/haulers.
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Red Devil
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Re: Things I can do, some can be done?

Post by Red Devil »

let's add the crigs to the armories and sling them across the map
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Zero Angel
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Re: Things I can do, some can be done?

Post by Zero Angel »

That would be fun, though probably not so balanced :p

I remember playing with CM1's rec variant where the constructors had an insane speed. I remember trolling the other players in a 4 way by running my constructors to demo their recyclers.
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Red Devil
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Re: Things I can do, some can be done?

Post by Red Devil »

heh :D
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MrTwosheds
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Re: Things I can do, some can be done?

Post by MrTwosheds »

tap them to a building that will let you do up to 8 objects or more.
Oh yes! must try this out sometime, most of my weapon modding preceded the code changes that allow this.
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Re: Things I can do, some can be done?

Post by Nielk1 »

Zero Angel wrote:That would be fun, though probably not so balanced :p

I remember playing with CM1's rec variant where the constructors had an insane speed. I remember trolling the other players in a 4 way by running my constructors to demo their recyclers.
In one of my MRVP recs I made an easy to kill speed demon mini cons that can not build anything. Its funny to send 100 of them at the enemy base but in the case of MRVP they tend to all die.

@Radiation Mode

I had plans a while back to introduce a radiation mechanic to a specific mod. Ships would gain rads at the base rate for the map + the rate set by the objects they are near. If they are near an object marked as an "anti radiation" field, they simply drop their rads over time. Pilots get rads of time but the ship just controls the rad rate, thus when at full rads the pilot dies in the cockpit. Robot tanks would be immune but would become unusable if the robot command building went down. It has not been done yet as it was for Factions which took a backseat to BZRAP which too a backseat to my classwork.

I have worked with Jayden on designing a race (I the concept of the mechanic, he the actual race, if he hates my mechanic he can of course just throw it out) and the bit about tugs and weapon crates gives me some interesting ideas that fit well into that secret mechanic. (Mainly, tugs are very important.)
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forgottengames
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Re: Things I can do, some can be done?

Post by forgottengames »

Nielk1 wrote:
Zero Angel wrote:That would be fun, though probably not so balanced :p

I remember playing with CM1's rec variant where the constructors had an insane speed. I remember trolling the other players in a 4 way by running my constructors to demo their recyclers.
In one of my MRVP recs I made an easy to kill speed demon mini cons that can not build anything. Its funny to send 100 of them at the enemy base but in the case of MRVP they tend to all die.

@Radiation Mode

I had plans a while back to introduce a radiation mechanic to a specific mod. Ships would gain rads at the base rate for the map + the rate set by the objects they are near. If they are near an object marked as an "anti radiation" field, they simply drop their rads over time. Pilots get rads of time but the ship just controls the rad rate, thus when at full rads the pilot dies in the cockpit. Robot tanks would be immune but would become unusable if the robot command building went down. It has not been done yet as it was for Factions which took a backseat to BZRAP which too a backseat to my classwork.

I have worked with Jayden on designing a race (I the concept of the mechanic, he the actual race, if he hates my mechanic he can of course just throw it out) and the bit about tugs and weapon crates gives me some interesting ideas that fit well into that secret mechanic. (Mainly, tugs are very important.)
That sounds interesting. Should I remove the poll now?
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S.cavA.rmyG.en
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Re: Things I can do, some can be done?

Post by S.cavA.rmyG.en »

Red Devil wrote:let's add the crigs to the armories and sling them across the map
I have tryed it they only get half way besides the problem of units built by the armorie will not take any orders other then to goto where they were gong to land.
I have tryed to fix this but have not come up with any good way to do that yet.
I was trying to make units look like they droped in form orbet.
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