Transports - Page 2

Transports

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

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I never mentioned cable in the post but your system would have been the same so i'm sorry Embarassed
I've learnt my lesson, but the apology isnt needed.
drakanious
Posts: 1
Joined: 20 Apr 2006, 02:43

Re: Transports

Post by drakanious »

zwzsg wrote: IMO, those hard coded limit should be removed. Russian dolls transport are great! And I can see many mods who could benefit from them.
Imagine a variety of really simple four wheeled (or four-legged or two legged or what have you) little vehicles each with only one simple weapon--a rocket laucher, a laser, a machine gun, a nanolathe tower, or even a shield. Each vehicle can trail another vehicle behind it, creating a huge snake of various weapons. Each car should add a regressive hit point bonus so that adding additional cars increases the resilience of the train as a whole, but at a certain point (15 or 16 cars maybe) the addition of another car isn't as prudent as starting a new train, but if you really wanted to you could train dozens and dozens of cars.

Each car can fire/function while linked, but only the first car can move. Each car must follow the path set by the first car. If car number N is destroyed, car number N+1 should be "dropped," thusly given control over a new train. A ballistic shield cars could protect (not entirely) an adjacent car (or maybe both adjacent cars) from ballistic weaponry. An energy shield could deflect (not all) lasers and plasma. There could also be interceptor cars for rockets and missles. Nanolathe cars could repair the train/buildings/other units.

I'm an amature programmer myself and understand how difficult this'd be, zwzsg just gave me an idea and I figured you guys'd be interested in it.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Zoombie wrote: Now if the units could rapel down with quicklines that would be over the top, but cool...
That's doable with an unload anim. Would look odd with non-kbot units though
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

eww, necrophilia
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