Mass Orbital Transport

Discussion in 'Planetary Annihilation General Discussion' started by elvis3, August 10, 2014.

  1. cptusmc

    cptusmc Active Member

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    I cant wait for the 1.0 release so someone in the community can make all the things we want like the multi-unit transports (which would clearly make the game better). And we all know that Brian will use it because it will be far superior to the tedious nonsense of the Astraeus.

    Maybe someone will even figure out factory transports and shields (lol... you know someone is making those things).
  2. tatsujb

    tatsujb Post Master General

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    dude it's not efficient or practical in the least.
    Geers and Quitch like this.
  3. squishypon3

    squishypon3 Post Master General

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    Well we couldn't really make those without the engine code, we can already mod by the way.. In case you missed that memo, the RCBM and Statera balance mods are already pretty big!

    Anyway, yeah... We can't do something like that without source code, and it's doubtful we'll be getting any without cash. (Unless Uber's super sweet), Statera has a multi-unit transport but you can't make it pick up multiple units all in one go, you have to right click one- then another... and another... etc... Even area load doesn't work for it sadly.
  4. cptusmc

    cptusmc Active Member

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    Yeah, I did get that memo but I was under the assumption that it is limited at the moment ... so yeah ... unless you are telling me that everything is 100% in the game and that nothing is going to change as far as modding is concerned? I may be wrong, but I don't think that is the case. In addition, when games are harder to mod, I found that the modding community usually becomes very creative especially when they really want something in game.

    Uber has placed a lot of emphasis on modding, so I am assuming that the game is not going to remain this rigid (not allowing us the ability to combine features already in game). When I see that the game already has area commands, a transport feature, and a unit that can transport, why wouldn't we be able to come up with a creative way to add a script or whatever to make it work? All I'm saying is that I've seen modding communities do more with less and, in the those games, the developers placed less emphasis on modding than Uber has.

    Also, I wanted to point out that the first iteration of something does not mean that it cannot be improved or reworked; that if the first person to try something on his/her first attempt did not succeed than it is impossible for anyone else. That's not logical.
  5. squishypon3

    squishypon3 Post Master General

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    We can't make multi-unit transports because the engine doesn't have the capability to do so, people need hooks to mod games. People make amazing mods for some games because many games reuse an already existing engine, PA has its own custom engine and the engine has its own limit. We can't even make a projectile take more than one hut yet to die because the game doesn't have the hooks for it. Multi-unit transports require a way to put units in more than one bone and detect a place is filled, etc... it's just not possible with the current hooks. Making a transport that can hold more than one unit is actually insanely easy, putting more than one unit in separate places however is difficult- impossible even.
  6. Geers

    Geers Post Master General

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    Then screw separate places.

    [​IMG]

    Just stick 'em all in one big tank.
  7. cptusmc

    cptusmc Active Member

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    Exactly, like I said ... creativity.

    It sounds like people have been trying to make unit transports like in Supreme Commander, where the units attach to there own individual socket. If that is the case, than there are other ways to make a transport.

    Correct me if I am wrong but it sounds like you can have a transport that acts like a Covenant capital-ship with a gravity-lift like in Halo. To explain: there could be a rally point under the transport, the units disappear as if they were teleported into the ship (so all units are in one place, not in separate places). When it gets to its destination, it places its gravity-lift down and, boom, units appear. Or if this doesn't look nice having units apear, as another exit idea, (if it is possible) put a time delay on the rollout, which would make it look like each unit is rolling out individually. Or as another exit idea, if it is possible to have units exit from multiple locations of a transport, someone could make it look like units are shooting out of the transport sides like flair countermeasures.

    Also, maybe another idea could be that the game remembers what units are in it, deletes those units, and acts like a rapid fire factory, pumping units out (appearing as if it is transporting units).

    Also, maybe another idea, could be to create an object that looks like one unit but is actually made up of multiple units. For example, each separate place is a unit. When you build the transport, you are effectively building, lets say 10 units, that move together and die together.

    To me, these may fit into the engine as you described ... what do you think?

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