Scavangers on water with water scooters?

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duda
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Scavangers on water with water scooters?

Post by duda »

"unit is under attack!", "unit is under attack!", unit is under attack!" then i wake up ... (true story)
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Re: Scavangers on water with water scooters?

Post by Lord Apocalypse »

Interesting idea, though may work better with some modern day hovercraft. Will have to look up some links.. but as with all other scavenger craft its rather fragile.
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Re: Scavangers on water with water scooters?

Post by Shadow Wolf TJC »

Fighting using jetskis is nice and all, but I'd also like to propose that they fight using bigger motor boats as well. Still, even though naval propulsions have already been implemented, we'll need to figure out a way to build structures, let alone factories, on water, if we're going to be able to allow players to produce said naval units in-game.
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Re: Scavangers on water with water scooters?

Post by Emdek »

Interesting, those could be probably introduced even before completing those available for players, even without getting shipyard structure.
There could be limited number of them located in some places or maybe they could be scripted to appear every few minutes from outside of map (just like tanks, cyborgs and VTOLs in some missions of campaign).
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Re: Scavangers on water with water scooters?

Post by NoQ »

Could be a nice idea for the ultimate scavenger mod, if only i could find out whether a factory is going to be built near water or not via scripts.
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Re: Scavangers on water with water scooters?

Post by Lord Apocalypse »

For water unit factories, do you plan on doing what every other RTS (or close to it) does and have them all on water or do something more like SimCity and do partial land partial water (also more realistic)?
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Re: Scavangers on water with water scooters?

Post by Shadow Wolf TJC »

Personally, if I was able to program these in, I'd want to take the simple route and place them entirely on water, and increase the range of trucks to compensate.
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Re: Scavangers on water with water scooters?

Post by Emdek »

Lord Apocalypse, not every, at least Earth 2150, which is closest to WZ in functionality etc. has them half on land and half on water. ;-)
But for Scavengers I would like to see kind of pier with booth at the end, or something like that, intended to blend with bank, like that doors in the cliff model.

Biggest issue is how should look like shipyard for players? If like current tank and VTOL factories (with need to expand using modules placed on one big plate) then it will look a bit ugly in both cases (partially and fully on water) probably. And if it is going to reuse current bodies then it should probably look like this for kind of consistency...
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Re: Scavangers on water with water scooters?

Post by Shadow Wolf TJC »

Emdek wrote:Biggest issue is how should look like shipyard for players? If like current tank and VTOL factories (with need to expand using modules placed on one big plate) then it will look a bit ugly in both cases (partially and fully on water) probably. And if it is going to reuse current bodies then it should probably look like this for kind of consistency...
I'd imagine that structures that are located on water would consist of 2 .pie models: 1 for the base (an off-shore platform), and another for the building itself. For building said structures, or for building modules onto said structures, I'd imagine seeing the base instantly appearing fully built, with only the main structure gradually growing taller until it reaches full height.
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Re: Scavangers on water with water scooters?

Post by Emdek »

For platforms I would go for fully separate model, which could be used for other structures too and probably should be neutral, also could be added automatically when trying to build on water (for additional cost of course). Also their damage should be added only after destroying structure on top first (except parts not covered by it).

For shipyard itself (no matter how it would be placed finally) I would vote for design not using modules at all and allowed to built only dedicated units (just like cyborg factory) without recycling tank bodies (especially since we already have hover, however naval propulsion probably should precede it in research tree, since it's independent).

Anyway we would need much bigger maps first... And even with them those units should be probably (at least initially) slowest ones.
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Re: Scavangers on water with water scooters?

Post by Lord Apocalypse »

Slightly off topic but... What kind of naval bodies have already been proposed/accepted? Or just link me a thread for it.
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Re: Scavangers on water with water scooters?

Post by Shadow Wolf TJC »

They're not exactly naval bodies, but a naval propulsion instead. Sadly, I don't know the link to show you, but they're already in the game, hidden away until someone mods or uses a cheat code.
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