Just a thought I was just thinking about the commanders and they have a unique consciousness, compared to other units. It made me think about what you do with important information...you back it up. That further made me think about a "data-uplink satellite" shall we say. From that Satellite, you can build 1 Commander shell (same as the current commander you are playing) The general idea is that you: 1 - Build the data-uplink satellite from an orbital constructor or factory 2 - Once the data-uplink satellite is built, you can then build a Commander Shell, which is stored in the satellite. Similiar to an anti nuke for example, but you can only build one. 3 - Once the Shell is built, you can then activate the uplink to your commander. This costs a lot of energy to keep online and would be very susceptible to energy fluctuations in your economy. Say is auto switches off/on if your energy drops below or above 50% 4 - If your commander is destroyed while the uplink is running, then your commander respawns in the new shell and you are able to select where he is dropped from orbit on the planet that has the satellite. Just my 2cents Thoughts?
ok, but i also vote that the uplinked commander, once respawned, looks like the blond cylon in the red dress ...genuinely sorry; i just couldn't resist. carry on.
hmm, not a half bad idea. Basically (tactically) you would have to go and kill the up-link first, before going after the commander. Plus with a heavy energy tax on it, it would be for only highly advanced economy's as a way to protect there commander from getting nuked/dropped ect. Would bring a new level to the game.
Hmmmmm doest sound that bad but would create a bit of a problem I think So say one or two players have a well developed economy and have access to that memory backup satalite they could potentioly create multiple ones and spread them over a system .. so depending on map and systemsetup it could make a match last far longer then it may need to and would make it even more of a cat and mouse game ...
Cool concept. An enforced time delay while the new shell "boots up" fully, and a truly monumental amount of energy and metal needed to build the shell itself, (ie more than you could make enough constructors to insta-build with), might curb any infinite comm spawning shenanigans... yeah, cool concept
personally no. The com can already escape to another planet. this make getting the kill reeealy arduous. but for a mod sure why not.
This war is not possible if new commanders can not be manufactured, programmed, and delivered to new worlds. Should that be allowed in game? Sure, there's no particular reason it shouldn't be allowed. It's already understood that Commanders are a combination of the best tech that is possible in the PA universe. That means Comms are expensive and probably require some kind of special gantry. Is it worth building another Comm just to have a second life? Probably not. Can it be used for a victory condition? Absolutely. Build Comms, ship them out, unleash enough of them on the galaxy and you've totally won.
Should be costly, take a long time to build, and only allow one per planet. and thus commander can only respawn at the planet he's on if you have that structure. Sounds like somethnig that would be worth testing ingame, just put in some temp graphics to test the idea.
So..... basically...... I've been beaten!!!! Wait I have a back up!!!! Let the game continue for another three hours!!!!! No!! Please...... mod worthy?? Yes. Og game....meh methinks not
Please no. Why does everyone seem to want to make their commander less of vulnerable "flag" you need to defend? The whole idea of every TA inspired game is: build defenses for your commander, hunt and kill the enemy commander. You don't need to upgrade your commander or build him a bunker or anything, just build more defensive structures and units to defend him. There's your upgrade. I would accept there being a ridiculously over priced stargate structure that allowed your commander to teleport to another solar system (effectively escaping a certain defeat), but only in galactic warfare game mode. Stalemates suck.
Now there is a thought I knew I had seen the idea somewhere before, thanks Icedrop! I think it would take the cheese outta comm sniping, but would also be prohibitive to do. The general idea would be to have the uplink on the same planet as the commander, otherwise it wouldn't work. That way, when you launch the comm to another celestial body, your insurance policy stays behind. I think to, that if you make it prohibitive enough, the pserson using it should only be able to get one spawn out of it per game. Basically if they are able to kill your commander, then its possible they can target your power plants and the rest of your econ on that planet.
Just limit it to 1 up-link and 1 shell during any time. Then give them a very long build time and cost and I really don't see the problem. Give's a nice aim for really long games and doesn't effect shorter smaller games at all.
Darn, you guessed the cliffhanger ending to my conceptual campaign design. No joke either. That was literally the end.
So the ending to your campaign is that "it was a dream all along"? Where's the facepalm emoticon when you need one?