Pisarz' news/status & other stuff.
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@Encrypted Is this an in-joke?
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@JRL101 Well, it seems it got a li'l bit outta' hand, for some reason. Let's change the topic, shall we?
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@Encrypted I didn't get it at first, but when I did I laughed quite hard hahaha :)
@JRL101 Yes, I really like the idea of a "heavy lift transport unit" or "carrier". I made some sketches!
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@Pisarz Possible wasp upgrade from research? "wasp tether" can just be a special effect to pick up the unit with. like say an electrical/anti-grav/beam/ring?
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@JRL101 That's a good idea! 's like, I dunno, you get a Brainbox... or maybe two... and then, they research it. After some time, your Wasps automatically learn how to pick heavy units up (wiff cooperaishyn).
I also had this idea...
I wonder, maybe we could "merge" some units together? Something like crossovers?
Btw, the Technician is talking in binary, not the nuke silo. And screw proportions for now.yay.gorilla
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@JRL101 said:
@Pisarz Possible wasp upgrade from research? "wasp tether" can just be a special effect to pick up the unit with. like say an electrical/anti-grav/beam/ring?
That's even better! And more realistic as well, since real aircraft are usually upgraded or converted to fulfill a certain role. I thought about mechanical attachments, but magnetic ones are good as well. Maybe the machines could have pads for that specific purpose. To justify that, we could say that they were used originally for transferring them around factories during the manufacturing process, on the assembly line.
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@Pisarz Pads? you mean only being able to pick up units from these pads? that might be an idea. its excuse could be the unit has to be negatively charged so it can be picked up.
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@Pisarz
We don't want it TOO realistic (science wise) though. I mean gameplay comes first with this. but we are talking sifi game.
This gives me an idea.
What if we make a new "refit" building where we can take units to change their weapon?
That way we can design a secondary weapon for the wasp. after its upgraded. -
@JRL101 It's a good idea, I think. I wonder, maybe we could give the Garrison that function? I mean, the ground units could heal and switch their weapons on the lower part of the building, while the air units could just land on top of the garrison and heal here.
So the Garrison will be way more important (healing units, bunker, repurposing units) instead of only being a healing shelter building. It needs it, really!
yay.gorilla
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@Encrypted I would think having separate buildings are harder to defend. Having a unit sent to occupy a building you're using for another reason seems like people wouldnt bother repairing/switching weapons, in opposition to just constructing new units.
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@JRL101 Hmm... I think I know what you mean. Well, maybe we could repurpose the units at the factories, then? Of course, only those units corresponding to those factories could have their weapons switched.
On the other hand, that would probably make producing units a bit harder.What then?
yay.gorilla
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@Encrypted Just add another building dedicated to repairs/weapon change. That way you could switch out the entire unit for a new one with a changed weapon, instead of transferring the current health-etc, of the unit.
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@Pisarz whats this?
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@JRL101 Wait, but the Garrison was originally a building where your units would automatically repair. Also, Spies could refill mines here.
Oh, and that's the Prospector Locator.
yay.gorilla
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@Encrypted Yes it did, i forgot about that, i never really used it, but i also thought there was already a "repair bay" building but that must have been a different game.
EITHER WAY, I reckon all repairs should be a separate building, If i remember correctly if something is repairing in a garrison its part of the build que.
I mean if its part of the same building, in our build, then its gonna be harder to debug later?I didn't recognize Prospector Locator. I barely remember most of the units. Still waiting on more information.