Teleporters and turtlers

Discussion in 'Backers Lounge (Read-only)' started by halander1, January 17, 2014.

  1. xanoxis

    xanoxis Active Member

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    I think we need to make orbital fabber to build drop pod teleporter, not making it on land. It is:
    -200% more epic, dat landing with some awesome sound and effect
    -Suprise effect.
    -Two way danger, enemy can also pass.

    There should be two kind of teleporters. Land-builded and Orbitalpod-builded. First one is bigger (more army in and out) and cheaper for being on power, second one has more health, is smaller and more expensive.

    Ofcourse we need a lot more options to invade planets. Its all about army, teleporters and stuff are only logistics.
  2. KNight

    KNight Post Master General

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    Given posts made by Neutrino more or less stating that throwing stuff around is one of the CORE elements of the game and other regarding how he wants to do big asteroid belts I think it'd be fairly safe to say you'd have to REALLY try to run out of things to throw around.

    We should wait before making any decisions like this, the Unit Cannon will honestly be quite teh "Game Changer" when in comes to the Inter-Planetary stuff.

    Mike
  3. xanoxis

    xanoxis Active Member

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    Yes, sure, but still, building teleport as orbital unit is still... not really realistic or just cool. Last match I couldnt even build one, orbital fabber refused to do anything that was not move command.
  4. bobucles

    bobucles Post Master General

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    Your problem was trying to build a forward base to invade. Spearheading a fortified position requires an ARMY, not a construction vehicle.

    It was obvious from the get go that a teleporter would NEVER be suitable to spearhead an invasion (not even with its insanely cheap construction cost). It was placed in the game first because teleporters are the easiest to code.

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