Upgraded truck turret was never implement in the game design because it suffers from redundancy and balancing issues, first is construction upgrades already exist, and fulfill the necessity of increasing construction rate.
Secondly, the upgrade process itself is filled with potential blunders, what would happen to regular trucks after the upgraded turret is researched? Would the 15 truck limit apply to both this upgraded and regular, or would there be separate limits for both? Does this upgraded turret obsolete the regular turret in either case?
In most of these potential cases, upgraded truck turret is a minor nuisance to players, a single point in time for which they need to recycle all their trucks and replace them with upgraded trucks; in the other case, players would produce each truck to the limit, effectively increasing their total construction rate.
Perhaps trucks should actually function as trucks, simply transporting noticeably weighty prefab building sections manufactured in existing factories, and then arc-welding them together at the designated construction site; the load and velocity of each truck would depend only on its weight and engine power.
It may even be possible to extend this transport function to a tactical airlift VTOL turret.
TRUCKS
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TVR
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Re: TRUCKS
Last edited by TVR on 11 Jul 2009, 06:45, edited 2 times in total.
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Avestron
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Re: TRUCKS
Blender looks a little intimidating (and doesn't seem compattible with the latest python) - researching...Zarel wrote: Are you looking for something like Blender or Google SketchUp?
I've been thinking about the problems with walls that are more than one level thick and more than a certain height. The thing is - ok a wall can be very tall but why should a wall 3 times as high as a regular hardcrete wall be much tougher than a regular wall? A structural weakness at the base will result in an overall weaker structure.
In thinking about this problem I figured I would go for a cross between simplicity and gameplay enrichment.
Ok the following is hard to visualize - I 'will' try to produce it in Blender but I ask in the meantime to let the imagination do the talking.
Let us suppose, if you will, that we have a flat slab of hardcrete less than the height of a bunker, adjacent to it one the height of a bunker, adjacent to that being one 3/4 the height of a hard crete wall and furthermore a hard-crete wall height 'layered' wall (4 layers thickness in height). Result = a gentle sloped surface up which a vehicle can climb
Lets now think of a three-layer thick wall - Two of which is 3 x the height of hardcrete, and one of which is one x the height of hardcrete.
Let us also suppose that each square of layered hardcrete walls (which does not oust normal hardcrete walls because they are cheaper and faster to build) can be modified to allow tunnels small enough for a cyborg engineer to enter and access all adjacent tiles within range of the tunneled hardcrete (at a small sacrifice of hp for these back-walls)
Result = highly modifiable and versatile walls for anybody patient enough to sculpt them. Being able to build on top of these walls (as seperate targets (though destroyed when underlying wall is busted)) would give a whole new dimension to this (yes the truck/ engineer would need to be on level to construct them.
Thats it for the moment - I will 'try' to provide a visual eventually.

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Beau
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Re: TRUCKS
One ability of trucks I would like is the ability to attack other trucks. 2p maps usually leads to early rushes. Specifically the tower rush; it may assist in countering it.
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Avestron
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Re: TRUCKS
This is why I like mayhem mode. Scavengers are easy to sweep aside (in fact it would be interesting to have a mayhem difficulty setting (Scavengers, New Paradigm, Collective, Nexus)) but serve a valuable purpose as buffer to prevent initial blitz tactics (on some maps anyway) and reserves a relatively even number of oil wells against MG towers.

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Zarel
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Re: TRUCKS
Oh, yeah, me too. It's very good at making T1 No Bases playable on Startup. Doesn't help Rush, though.Avestron wrote:This is why I like mayhem mode. Scavengers are easy to sweep aside (in fact it would be interesting to have a mayhem difficulty setting (Scavengers, New Paradigm, Collective, Nexus)) but serve a valuable purpose as buffer to prevent initial blitz tactics (on some maps anyway) and reserves a relatively even number of oil wells against MG towers.
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Avestron
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Re: TRUCKS
Yes - haven't gotten tired of starting with no bases yet ^_~Zarel wrote: Oh, yeah, me too. It's very good at making T1 No Bases playable on Startup. Doesn't help Rush, though.
Am I correct in assuming that the map designers determine where the scavengers will be when designing their maps?

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Zarel
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Re: TRUCKS
Yep.Avestron wrote:Yes - haven't gotten tired of starting with no bases yet ^_~
Am I correct in assuming that the map designers determine where the scavengers will be when designing their maps?
Oh, and, fun fact: There are no scavengers in any 8-player maps.