All you need is to make a mod where the commander is a fixed unit with a high e-m income, and mex returns are negligable in comparison. Maby metal makers as well, depends... Basicly the idea is a porc mod, as I understand it. I'd think that you'd probably need to make the base defences a little more limited for it to be plausable as well, as current spring mods static defences are literally built to be drop and ignore structures that cover large ammounts of area effectively.smoth wrote:Play the game and try it out. At least you will see what I am talking about. I think it is entirely reasonable, one cannot build a whole base in it. It is just a starting force and having a starting force is a neat thing.Felix the Cat wrote:People already play SimBase in Spring all the time. We don't need a coded feature for people to do this.
I swear people bitch... OMFG this is TOO MUCH LIKE TA... The you suggest an OPTION and people virtually crap their pants.
Forced nonaggression agreement
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- SwiftSpear
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Ok, first thing is first a commander building will not work out. It was intended that gundam would have one but I scrapped it because it was not feasable.SwiftSpear wrote: All you need is to make a mod where the commander is a fixed unit with a high e-m income, and mex returns are negligable in comparison.
Porc, is as over used as the quotation system on this site. Seriously, if you played metal fatigue you would know that using the begining to try and porc would be SUICIDE. Porcing is only possible in mods where you have anti-everything.... ala AA. Where you can bunker down and stop all forms of incoming attack.SwiftSpear wrote: Maby metal makers as well, depends... Basicly the idea is a porc mod, as I understand it.
This is not feasable in EE or Gundam. EE has no metal makers so you have to expand to increase production and gundam is TOO big and needs space meaning your base has to be soo spread out that you will scarcely be able to defend all of it. Only in AA where you can turtle in is porcing possible. Maybe FF, but I doubt it.
Again, mod specific here. Also, if you READ what we are suggesting or had played metal fatigue you would know that defense are HIGHLY limited at prebuild and you really only have the resources to get a few mechs up and some support structures.SwiftSpear wrote:I'd think that you'd probably need to make the base defences a little more limited for it to be plausable as well, as current spring mods static defences are literally built to be drop and ignore structures that cover large ammounts of area effectively.
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ie you would only have MTs and LLTs... you wouldn't be able to build the conunit in the t1 production facilities... are you going to porc with LLTs?smoth wrote:Again, mod specific here. Also, if you READ what we are suggesting or had played metal fatigue you would know that defense are HIGHLY limited at prebuild and you really only have the resources to get a few mechs up and some support structures.
a few reason here are some...
They will not level the ground before placement...(resulting in ugly things)
The yardmap has to be water or land.(so if the start point is in the water they are screwed or land you get it.)
They do not kill features to clear their yardmap.(resulting in sometimes no units being able to leave the building. That and you cannot see features when you are putting down start points.)
They will not level the ground before placement...(resulting in ugly things)
The yardmap has to be water or land.(so if the start point is in the water they are screwed or land you get it.)
They do not kill features to clear their yardmap.(resulting in sometimes no units being able to leave the building. That and you cannot see features when you are putting down start points.)
Well, you could do the comm as an immobile unit - a nanotower. If you want it to build units like a factory, you could give it a simple, cheap factory that it can build that has minimal nanopower so that the Commtower must be used to assist if you want to get anything done.smoth wrote:a few reason here are some...
They will not level the ground before placement...(resulting in ugly things)
The yardmap has to be water or land.(so if the start point is in the water they are screwed or land you get it.)
They do not kill features to clear their yardmap.(resulting in sometimes no units being able to leave the building. That and you cannot see features when you are putting down start points.)
Coms don't build units in most mods to begin with. Give it a decent range on the nanolathe and let it build basic unit factories and unless the map has really really rough terrain around the start points there shouldn't be a problem. First thing the com would do would be to lay down a small "seed base" around itself.j5mello wrote:problem with that is that if the com creates a unit (and it itself is a unit) that unit will not have any orders as in move or fire states nor can u give it a beginning move/waypoint/etc thing.
It'd be interesting to have an immobile com that was a mega-powerful fortress, sort of like how the "boss monster" at the end of the level is the most challenging thing to fight. Load it up with hitpoints and shielding and relatively short-range hard-hitting weapons and guarantee the final battle will be a spectacular one. :)
I read your post - that's just why the comm can't be a factory. It still could be an immobile unit, like an AA nanolathe tower. Then, if there was _any_ flat ground within nano range it could build units. Yes, units-building-units is less convenient than factories, but it still works.smoth wrote:beedee and pxtl re-read my post. there are issues with comms as buildings.
Your issues were:smoth wrote:beedee and pxtl re-read my post. there are issues with comms as buildings.
Extend the base of the model downward below the ground plane and the ugliness goes away. I believe an option was recently added to Spring to allow buildings to be constructed without levelling the ground in the process and this was suggested there.smoth wrote:They will not level the ground before placement...(resulting in ugly things)
Nanolathe towers don't have yardmaps.smoth wrote:The yardmap has to be water or land.(so if the start point is in the water they are screwed or land you get it.)
Nanolathe towers don't have yardmaps. Having a feature stuck through your commander-tower would look ugly, but this seems like a very minor quibble. And a nanolathe tower commander would probably be able to reclaim the feature, so even that's fixable if it bothers the player.smoth wrote:They do not kill features to clear their yardmap.(resulting in sometimes no units being able to leave the building. That and you cannot see features when you are putting down start points.)
I've actually tried whipping up a quick mod with an immobile fortress-like commander, and it worked just fine (well, the textures were screwed up since it was a really quick and dirty job, and the "fortress" didn't actually have any weapons, but the constructing part was as expected). I don't see any technical showstoppers or significant balance issues with the ideas.