Scavenger Structures

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carlIsBeastly
Greenhorn
Posts: 13
Joined: 03 May 2009, 03:56

Re: Scavenger Structures

Post by carlIsBeastly »

for scavenging from tanks: just because you can see the wreckage of something doesn't mean you can build it. if you just blew up an M1, would you be able to figure out which parts connected and how it worked without prior knowledge?
one thing you can do that would be fairly easy is to make scav infantry with very high range and high damage, like snipers. also, try to find a way to make a minelayer like in the NTW mod. these would give them a huge advantage.
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ClockWork
Trained
Trained
Posts: 219
Joined: 07 Sep 2008, 03:22
Location: USA

Re: Scavenger Structures

Post by ClockWork »

Well, its safe to say that the Scavenger force is expandable, structures are a snap to erect, and the buildings can produce units quite fast. I think the idea needs to build upon that. The SCAV factory is originally 2x2 instead of 3x3, right? Scavengers should be able to build factories in the smallest areas, making for unexpected attacks.

But then, theres the confrontation for when a SCAV can even achieve that. Even then, they will most likely be overflowing with oil, not being able to spend it all because the units are so cheap!

So, I had an idea…the scavengers can place oil on the maps, and they will act like mines. When a different faction comes close to gather the oil…BOOM! A nice big explosion! Heck, you could probably even have barrels of oil rolling towards a radar system, attempting to blow it up. If you want bigger explosions, just dump more oil in the barrels.

Oil as ammunition? Strange concept, but I think it sounds like something a Scavenger would do.
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Delphinio
Art contributor
Posts: 446
Joined: 21 Jan 2007, 06:04

Re: Scavenger Structures

Post by Delphinio »

the power gen is cool.
res lab... hmm, well ok but its still not realy the scavenger res lab. its just a city building.
the fac #2 and #3 is not high enough for medium and heavy bodys.

but anyway, nice job : D.