Carriers

Carriers

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PicassoCT
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Carriers

Post by PicassoCT »

Could we have a dirty WorkAround for Carriers - by simply making them into a Building every Time they Attack ? I mean- one instant autobuilded Factory that spawns (fuel) needing Jets, has some Repairpads - once the Fac Attacks the Jets are built, and if the Carrie resumes, the fuelpads fannish - and with it the Jets. The Jets could also have fast decreasing Hitpoints - so they wouldn`t make it far without the Carriers Pads..
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KDR_11k
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Post by KDR_11k »

Um, no.
Kixxe
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Post by Kixxe »

Aww i had this idea :/

But why would't work?
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KDR_11k
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Post by KDR_11k »

You can't change unit classes at runtime, for starters. You could make a factory that builds an engine and uses that to lift off but I'm not sure if the factory could still build while loaded and I'm quite sure the planes won't stay landed either way, you'd have to forcefully grab them and only release them when you're attacking.
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PicassoCT
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Post by PicassoCT »

I just ment it that Way that a moveable ConUnit (the Carrier) builts a Standing Factory (+service landing Pads) (looking like a Carrier floating in Air) and is vannishing after the building- And after the Factory leaves the Attackmode - it builts again the Moving ConUnit - and vannishs itself in a Second..
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KDR_11k
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Post by KDR_11k »

If you want the player to go into the build menu, find a suitable place to build it, etc, sure.
Kixxe
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Post by Kixxe »

You could make a flying repair pad and then have it build figthers like a con unit... thou it would't be very carrier like offcourse.
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Pxtl
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Post by Pxtl »

What do you mean when you say "carrier" ?? Since last I checked, carriers don't build planes. Unless you mean the StarCraft carrier.

Mobile factories are an old argument. In general, zswsezzeswszg's suggested approach is best: we need a way to define units that are actually Siamese twins, so you can graft an immobile building onto a mobile factory and give them orders as if they were two independant units (although they receive damage as one single unit).
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Zpock
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Post by Zpock »

Hmmm, can the "graft factory on top of the carrier" approach be done in a sufficiently elegant way with the current version?
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

you can have flying air repair pads?
Kixxe
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Post by Kixxe »

1v0ry_k1ng wrote:you can have flying air repair pads?
You can have a boat one... otherwise you can just make a hovercraft that's suspended in the air... kinda like a blimp more then a plane but it works... >.>
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KDR_11k
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Post by KDR_11k »

Zpock: Only if you build both parts separately.
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smoth
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Post by smoth »

1v0ry_k1ng wrote:you can have flying air repair pads?
yes
pintle
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Post by pintle »

...so couldnt you maybe build the carrier's payload (gunships whatver) at a static, regular, lab, but give them a tiny amount of fuel, so you need to use a big mobile repair pad "carrier" unit to give them operational range? Come to think of it, units can build other units, so why not have the mobile repair platform able to build these tiny range units?

Tbh the whole idea screams "pointless blizzard esque arbritrarily imposed micro" to me...
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smoth
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Post by smoth »

No, because I want protoss style carriers

2 problems pintle.


1: units can build other units on the GROUND

and

2: units will go to ANY air repair pad, allies, airbases etc.
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Pxtl
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Post by Pxtl »

Really, the actual Protoss-style carrier would have to wait until a whole host of new features would be developed. The protoss carrier behaves as a hybrid between a transport and a payload-weapon, and the interceptors are hybrids between units and projectiles.
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KDR_11k
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Post by KDR_11k »

I'd appreciate flying factories simply because the Titan in CvC was intended to be a flying factory at first but, well, that's not doable.
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smoth
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Post by smoth »

rumor has it the new lua will make that possible kdr.
manored
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Post by manored »

Wouldnt it be possible (probaly not) to build units like a nuke laucher builds missiles?
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KDR_11k
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Post by KDR_11k »

No, that's a special case hardcoded behaviour and can only apply to weapons.
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