Enable vehicle transport on multiplay/skirmish
Enable vehicle transport on multiplay/skirmish
Yes... I would like to be able to make the Vehicle transport, I know... its huge... yes.. can we have a smaller version that looks exactly the same but with 50% size and 50% space too? Its great to be able to move little guys around on air transport, why cant we do the same with vehicles??
Re: Enable vehicle transport on multiplay/skirmish
It would throw off game balance.
And make cyborgs almost useless.
And where would you produce those huge transports?
It would be unrealistic if they were made smaller.
I think that they are too small.
Also see viewtopic.php?f=30&t=3716
And make cyborgs almost useless.
And where would you produce those huge transports?
It would be unrealistic if they were made smaller.
I think that they are too small.
Also see viewtopic.php?f=30&t=3716
Re: Enable vehicle transport on multiplay/skirmish
Mixed feelings on this.
I would have said it'd be awkwardly huge.
But resizing...meh. Maybe? If it holds half the units?
But of course there's making cyborgs more useless than the already are, and even with my suggestions it'd hit them hard.
So I really don't know. =/
I would have said it'd be awkwardly huge.
But resizing...meh. Maybe? If it holds half the units?
But of course there's making cyborgs more useless than the already are, and even with my suggestions it'd hit them hard.
So I really don't know. =/
Re: Enable vehicle transport on multiplay/skirmish
To be fair the cyborg transport is already unrealistically small to fit even 10 normal cyborgs.13KukYNexus666 wrote: It would be unrealistic if they were made smaller.
Don't get me started on super cyborgs...
Re: Enable vehicle transport on multiplay/skirmish
have you tried a team of 100 flashlight cyborgs.. they are unstoppable... huge range, nice damage, fast RoF, quite cheap and fast to produce, at the time they are available... they can blow almost every tank in their time of appearance if you make researches rights, a total game winner here... I was trying to give some tanks a little edge here... not to mention a team of the more expensive similar super cyborgs... slow but deadly, and not as expensive as a tank of the same hit power.
I even played a game the other day where i put 5 cyborg factories to produce infinite groups of these little mother... and I had an army of 50 every 5 mins or so.... total kick ass.
I even played a game the other day where i put 5 cyborg factories to produce infinite groups of these little mother... and I had an army of 50 every 5 mins or so.... total kick ass.
Re: Enable vehicle transport on multiplay/skirmish
This.13KukYNexus666 wrote:It would throw off game balance.
And make cyborgs almost useless.
All the other issues mentioned are not really issues, but this.
Unless someone gives a very good reason (and "it's huge but we can make it smaller" is not a good reason), we are never going to add the vehicle transport to Warzone.
- lav_coyote25
- Professional
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- Joined: 08 Aug 2006, 23:18
Re: Enable vehicle transport on multiplay/skirmish
we are never going to add the vehicle transport to Warzone.
excuse me but... multiplayer is vastly improved with the large vehicle transporter - it can and does transport all units including cyborgs / vtols. why not add it to the game?? it can be built using the vtol factory - like the cyborg transport is now... we had this for the original 1.10 and it was a very awesome addition. xD
Re: Enable vehicle transport on multiplay/skirmish
The biggest problem, as mentioned above, is balance. If you can think of a way to add tank transports without significantly weakening cyborgs, I'd do it.lav_coyote25 wrote:excuse me but... multiplayer is vastly improved with the large vehicle transporter - it can and does transport all units including cyborgs / vtols. why not add it to the game?? it can be built using the vtol factory - like the cyborg transport is now... we had this for the original 1.10 and it was a very awesome addition. xD
Re: Enable vehicle transport on multiplay/skirmish
well to be fair you can ditch the cyborg transport and leave this little guy, and make it carry either 4 tanks, or 20 cyborgs... so every tank counts for 5 cyborgs on the ship... of course it would be expensive in the 2000 area, and slow.
Re: Enable vehicle transport on multiplay/skirmish
Superheavy chassis, unit transport extra
payload = I light vehicle/ 1 super cyborg/ 2 cyborgs/ 8 human units
payload = I light vehicle/ 1 super cyborg/ 2 cyborgs/ 8 human units
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- Greenhorn
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- Joined: 08 Oct 2009, 13:08
Re: Enable vehicle transport on multiplay/skirmish
Also, although it's not realistic, perhaps vehicle transports wouldn't be able to carry trucks. Yeah, it doesn't make sense, but it ensures that cyborg transports will always be useful.
- lav_coyote25
- Professional
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- Joined: 08 Aug 2006, 23:18
Re: Enable vehicle transport on multiplay/skirmish
OK people... you really need to go and read the history... heavy transport will carry 10 units. that is 10 trucks or any combination of units that is equal to 10. cyborgs / vtols / tanks / half tracks / hover / wheels...etc. as for the cyborg transport it also has its niche now that you reminded me of the human part of the mix.... guess what... that could be a dedicated human transport and used in conjunction with the heavy transport, make for a very fast attack later on in the multiplayer maps.... and ( if ) maps can be developed that can utilize larger than 250 by 250... many possibilities exist. and balance wouldn't be a problem... transports have no weapons and shouldn't have any weapons.... except maybe for a heavy mg ... nothing more.and limit the heavy transport to 1 per player and the cyborg transporter to 2 per player.... that way its not an overwhelming force majuere.(sp) xD
Re: Enable vehicle transport on multiplay/skirmish
The strategic transport featured the campaign is very worthy of being called 22nd century technology, but as it strategic, I recommend the following as a tactical airlift.
A VTOL airlift turret that allows the transport of one unit, weight of that unit is added to VTOL, VTOL cannot take-off & transport that unit if speed becomes 0.
A VTOL airlift turret that allows the transport of one unit, weight of that unit is added to VTOL, VTOL cannot take-off & transport that unit if speed becomes 0.
Re: Enable vehicle transport on multiplay/skirmish
Speed can never be 0.TVR wrote:The strategic transport featured the campaign is very worthy of being called 22nd century technology, but as it strategic, I recommend the following as a tactical airlift.
A VTOL airlift turret that allows the transport of one unit, weight of that unit is added to VTOL, VTOL cannot take-off & transport that unit if speed becomes 0.
And still, tactical airlift means airlifting trucks, which is a balance no-no. And airlifting non-cyborgs in general, which is a balance no-no. A landlocked ground transport (or hovercraft transport) could be possible, but that's as far as I'll go.
Re: Enable vehicle transport on multiplay/skirmish
your re-balance efforts are without a doubt worthy.Zarel wrote:
Speed can never be 0.
And still, tactical airlift means airlifting trucks, which is a balance no-no. And airlifting non-cyborgs in general, which is a balance no-no. A landlocked ground transport (or hovercraft transport) could be possible, but that's as far as I'll go.
yet they fall within the realm of micro calibration presupposing pumpkin's macro calibration balance was with out serious flaws, which is not the case.
your no-no's are in essence band-aids to those serious flaws in pumpkin's macro calibration balance. to my mind that is the equivalent of putting the cart before the horse. to rigorously address wz's balance problems you really have to go back to macro calibrations. sadly that is unlikely to happen because it would entail coming up against the sacrosanct canticles lumped conveniently into the phrase - preserving good 'ol wz. thus you are left with these macro calibration bandages in order to proceed with the less controversial micro calibration balance efforts. the conclusion to that procedure is less than auspicious to be honest without any intent on my part to be slighting of your work and the intensive, rigorous, mp play testing this effort surely involves.