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Unit request - again: Siege unit
Posted: 26 Sep 2005, 13:13
by Orbu
Please, please... tell me onestly if it is possible to make a unit in spring similar to the Tank from Starcraft? I mean a unit with two stages and (eventually) shapes: walk OR fire. For walk to became a tank (or spider, or truck, whatever) and to fire to became a ground cannon, laser turret or rocket turret.
I understand in OTA can't build this kind of unit. What about Spring?
Posted: 26 Sep 2005, 13:59
by Warlord Zsinj
This was possible in OTA. Infact,
Star Wars Total Annihilation has several units that can only fire while stationary.
The problem with such a unit is that it slows down gameplay. One of the greatest advantages of TA over its lesser cousin is that units can fire on the move. This means that combat is always fluid, and that the mobile player can always beat the immobile player.
The only way the fire-only-when-stationary type units work is for artillery units (in SWTA, the Imperial artillery unit must stop to fire), and mobile defenses (SWTA also has a mobile Eweb trooper, which must be deployed before it is able to fire).[/url]
It's having sense
Posted: 26 Sep 2005, 14:57
by Orbu
Such kind of unit is having sense if his fire power is comparable with punisher's, or even bertha's. Imagine such a cannon that you could move forward. Slowly, ofcorse, but you can pushit forward.
Or, in stationary stage to use another weapon than in move stage.
Posted: 26 Sep 2005, 20:58
by GrOuNd_ZeRo
Very possible, TA:WD has artillery too that need to be stationary to fire Warlord
I can easilly make a unit that can do just that, Starcraft style Siege Tanks.
I could combine Starcraft's Siegetank with Ground Controll's Artillery! that would be SWEET!
Posted: 26 Sep 2005, 22:17
by Doomweaver
You know what would be uber cool? A sub, that, when switched on, pops a Heavy Laser above the water. And if the cannon is destroyed, the sub is not.
It would have to stay very close to the surface of the water, and cost quite a bit more more than a floating HLT.
Posted: 26 Sep 2005, 22:36
by Archangel of Death
The problem with the way it is done though is that it can still start moving again while in seige mode without needing to switch out. Sure you can make it have to be stopped to fire, but you can't make it immobile.
What would it take to be able to control a units ability to move in its script? I think at least the nuf should have that ability.
Posted: 26 Sep 2005, 23:53
by [K.B.] Napalm Cobra
It would be nice if we could have a button on the larger tanks where they "bunker" down, and raise the ground around them to form a sort of sheild, but still low enough to fire over. Maybe it should be a build option instead, so you can do it to all untis/buildings?
Posted: 27 Sep 2005, 00:19
by Gnomre
I was close to getting a "set SPEED to x;" working in the script engine, Arch, but I never could find the right variable to change internally...
Posted: 27 Sep 2005, 00:56
by hrmph
Go play starcraft!

Posted: 27 Sep 2005, 01:00
by FireCrack
Yeah, a deploy option wouuld be cool, definitley.
Posted: 27 Sep 2005, 01:46
by GrOuNd_ZeRo
A deploy function would be nice for C&C mods out there, then we can have real MCV's.
It's not big problem if a unit isn't immobilized when it's in siege mode, it would just turn into siege mode when not moving, and when moving it's in assault mode.
I can easilly make a script that only allows weapon2 to be fired while stationary but not while moving, same for weapon1 but vice versa, it would use a similar logic compared to the Artillery unit in WD and what ever unit uses it in SWTA.
Posted: 27 Sep 2005, 03:56
by FizWizz
Orbu wrote:Such kind of unit is having sense if his fire power is comparable with punisher's, or even bertha's. Imagine such a cannon that you could move forward
Shall we resurrect the Thumper of Olde?
Posted: 27 Sep 2005, 11:20
by Orbu
Archangel of Death wrote:The problem with the way it is done though is that it can still start moving again while in seige mode without needing to switch out. Sure you can make it have to be stopped to fire, but you can't make it immobile.
That was the problem when I said about imposibillity to create such a unit in OTA. I'm not good at scripting, but it was a time when I've asked on all forums about this unit. No one can't do it (or they did'nt tell me).
Maybe the Spring will have this kind of scripting running.
Very micro-intensive
Posted: 27 Sep 2005, 15:46
by Pxtl
imho, that would be good for a TC, but wouldn't fit at all into the standard unit-set. TA's units ideall shoudl involve no microing - you set it on patrol and forget about it, you tell it where to go to attack. If you have really specific intentions, maybe you give it a specific target. You don't tell it to cast spells, transform, etc. unless it's a construction unit (or the commander, or a nuke silo).
That's the TA way. To do otherwise would make large armies unmanageable - and large armies are why we love TA. Not that I'm saying that small-team tactical RTS games like the Blizzard games aren't fun - but they're not the same, and their style of units aren't appropriate in TA-style gameplay.
Posted: 27 Sep 2005, 18:33
by aGorm
Doomweaver wrote:You know what would be uber cool? A sub, that, when switched on, pops a Heavy Laser above the water. And if the cannon is destroyed, the sub is not.
It would have to stay very close to the surface of the water, and cost quite a bit more more than a floating HLT.
I did somthing similar in OTA... had a sub with a pop-up cannon, worked a treet, apart from one small bug. The weapon had to be a water wepon to work, even though the turrret was out the water... Never figured how to fix it. Still... gave my mate a surprise when 50 odd turrets popped outt he water and took out his navy... (idiot forgot sonar... what sort of idiot does that?)
aGorm
Re: Very micro-intensive
Posted: 28 Sep 2005, 10:56
by Orbu
Pxtl wrote:imho, that would be good for a TC, but wouldn't fit at all into the standard unit-set. TA's units ideall shoudl involve no microing - you set it on patrol and forget about it, you tell it where to go to attack. If you have really specific intentions, maybe you give it a specific target. You don't tell it to cast spells, transform, etc. unless it's a construction unit (or the commander, or a nuke silo).
That's the TA way. To do otherwise would make large armies unmanageable - and large armies are why we love TA. Not that I'm saying that small-team tactical RTS games like the Blizzard games aren't fun - but they're not the same, and their style of units aren't appropriate in TA-style gameplay.
This is a good answer. I like it. But if somebody want to create a "Starcraft mod" ??? 
Posted: 28 Sep 2005, 11:01
by Gnomre
Only if they want to kill Spring....
/me remembers the last attempt to make a 3D freeware starcraft game
Yeah, Blizzard showed no mercy. Blizzard doesn't allow their copyrights to be infringed AT ALL. So until someone can come up with a permission slip, there's not going to be a blizzard game based mod ever...
Posted: 29 Sep 2005, 22:08
by Michilus_nimbus
Gnome wrote:So until someone can come up with a permission slip, there's not going to be a blizzard game based mod ever...
Wasn't there a Starcraft mod for C&C generals? Or has that been shut down as well?