mine laying units should work different way

mine laying units should work different way

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mynthon
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Joined: 12 Feb 2006, 19:23

mine laying units should work different way

Post by mynthon »

Mine laying vehicles/kbots should build mines like nuke launcher does. When mine is comleted MLU should only place it o the ground. I dont know how. Maybe using "ground attack" command. But i dont know how it should change mine type. maybe build queue. What about that? TA:S engine can handle this feature?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Perhaps the option to build anythign that way, as in build inside then let loose onto target rather than just with mines, easier to implement.

But I like how mines are built atm as it allows multiple untis to join in and speed up building large minefields.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I like minelayers as they are as well.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

I don't mind the idea, but I would deffinitely like to be able to build multiple units inside a mobile unit and then deploy them.
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

We need spawn commands and build menu info access in the scripts. So you can say what mines were built in what order, and instantly 'drop' them on attack order.
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

SinbadEV wrote:I don't mind the idea, but I would deffinitely like to be able to build multiple units inside a mobile unit and then deploy them.
An aircraft carrier sub that rises to the surface and unleashes seaplanes...
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

You could make fidos scratch themselves and get fleas :wink:
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Flint
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Joined: 17 Jan 2006, 08:57

Post by Flint »

SinbadEV wrote:I don't mind the idea, but I would deffinitely like to be able to build multiple units inside a mobile unit and then deploy them.
But could you imagine the frustration if you queued up nuclear mines in the mine layer for like 30 minutes, only then to see the minelayer blown up by a group of pewees before it could even lay the mines. :?
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

... I don't mind the idea... I didn't say I like the mine layer implimentation... A unit that created Fleas and released them, or a SC like carrier with little mini-fighter drones comming out of it would be better.
mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

@flint: If i build expensive mine inside vehicle i only have to go to right place and "drop" mine. The difference is that i can build mine inside my base and then drop it somewhere else - mine laying vehicle is safe during building mine. try to build long-time-mine on "war path" and you will see what i mean.

so, if it is hard to implement maybe mine build time should be shorter, eg. 3sec. ?
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I see the point Mynthon is making, it certainly would be more convenient if minelayers could stockpile mines before dropping them. However, it would also change the balance of a mod if it was done that way as well, and the changed method of mining would need to have stats adjusted for it.
I can already see that one argument against it is that it is good the way it is because you have to have clear control of an area before you can mine it, which keeps the power of minelayers in check, especially with nuclear mines. (Not that I endorse this particular viewpoint, though...)
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SinbadEV
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Post by SinbadEV »

well if it was a matter of, minlayer builds a nuke mine, take 10 minutes let's say... then it goes to the front line and lays that 1 mine, takes 10 seconds... goes back and builds the next one... moves forward places it... etc... it means you have to control the front line for only 30 seconds or so at any given mine placement, when the purpose of mining is that you are giving up space that you control and "trapping" it so you don't need to worry about your enemies coming in that way... if you use the suggested queue building... it changes the purpose of mining... but that doesn't mean it wouldn't be useful or cool or add to gameplay...
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Mobile Factories anyone?


zwzsg has a lot to say on this particular topic :P
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Caydr
Omnidouche
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Post by Caydr »

The mobile factory idea and this idea are two completely different things.
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Perhaps the notion is a completely different thing, however code-wise, it's probably very similiar. :P
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

What I'd like, honestly, is to have mines that could be thrown out as shots. Basically, have a unit that builds and fires units.

Guess what- that'd give us mines... and Protoss-style carriers... and transports that served as mobile factories (ala SupCom)... etc. Ok, it'd need some tweaks to work- among other things, this "weapon" would need a fairly good control AI, and probably only be command-fire or ... hmm... area-fire... hey, I want area-fire anyhow... hmm
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Actually, it shouldnt be _that_ hard to implent.
I mean, mobile factories are possible, and transports for multiple units are possible, too.

There is just a way needed for newly build units to end up in storage, not outside (for the aircraft carrier principle).

Of course a better visulisation about what is IN a transport would help , too.
paulicus 25
Posts: 19
Joined: 14 Mar 2006, 09:50

Post by paulicus 25 »

i agree. What i think is that you should make the transports larger and make them transparent, seeing the units inside. maybe add a new transport with slits for the units inside to fire out of. also this would make it more realistic that the larger the units you put in the transport the less units fit. :idea:
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