"Build pads" for units

"Build pads" for units

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
User avatar
[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

"Build pads" for units

Post by [K.B.] Napalm Cobra »

That would make aircraft carriers that build aircraft possible, amoung other things, can you imagine how awesome that would be?

Multiple build pads would also be neat.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

That would be the most awsome thing ever!!!

Imagine a air carrier with twent or so pads, and every time twenty planes is made the pervious ones take off and attack the designated area.

mmmmmmm
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I wish there was a FBI tag to weld units at birth, so I wouldn't need dirty script tricks to make units composed of several units.

Because IMO, welding unit is the best way to make factory with many pads, factory with weapons, factory that moves. Having them made of several units allow for a much simpler and intuive GUI: select a pad to give order to that pad, select the supporting wings to give move order to the whole thing, select and give move order to another pad to set exit waypoint for that pad, etc...
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

and you can still group select all the objects and give them common build orders if you want to do it simpler... zwzzswg is right...
my idea is for units being able to build things as loaded... like a moving crawling bomb factory that can build and hold 20 bombs to be released when needed...
User avatar
[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

And give the units default orders different to those of the factory. So you can have the guard the factory, or patrol an area while the aircraft carrier stays at a safe distance.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Or setup mods with subsystem type structures, like how you can select subsystems in HW2 and see their respective components and disable them individually.

It also allows for better support for an earth 2150 design system
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

SinbadEV wrote:and you can still group select all the objects and give them common build orders if you want to do it simpler... zwzzswg is right...
my idea is for units being able to build things as loaded... like a moving crawling bomb factory that can build and hold 20 bombs to be released when needed...
Like that "cyborg" spider unit at GC I, hell that unit made loads of damage to tanks, very powerfull.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

What I'd like to see is a carrier that can build aircraft, upon creation they will be stored in/on the carrier, and when the carrier is issued an attack order it uses a bomber/fighter (depend on what is targetted) to attack.

It would also be nice to be able to make the plane launch and land somewhere instead of returning to base, that shouldn't be too hard, but it's standard orders would be to return to base if it's damaged or out of ammo (when implemented), i'd like to see the same thing for airbases so we can have generals style airbases were aircraft land and attack from.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

another thing that would be cool to have, would be for "loaded" units (when more then one is loaded of course) to show up in the menu as specific unload items, so you'd load 4 peewee, and 2 flashes, and a rocco, and then you would have 7 new menu items with build pics and maybe health bars that you could select and it would be a unload command for that specific unit, you could still load/unload normally otherwise... but it would be a good option...
Post Reply

Return to “General Discussion”