Moon Unit Cannon

Discussion in 'Backers Lounge (Read-only)' started by uberpenu, February 8, 2014.

  1. uberpenu

    uberpenu Member

    Messages:
    101
    Likes Received:
    24
    I was just wondering if that GIANT artillery looking cannon that shoots dox in little pods will be implemented into the game at all?

    That seems like it could be a fun idea, maybe have it shoot rounds based on energy and each round has a pod with like 5 dox in it to flurry down onto an enemy base. (basically trying to recreate what the trailer had)

    It could be balanced to where maybe the shrapnel does a little dmg as it falls too, because I would think this would be pretty darn expensive, and you HAVE to have it on an orbiting moon i would say. So if someone is SUPER entrenched but you don't wanna make him sad with a nuke, maybe you could just invite a bunch of your buddies over to wreck the place :)
  2. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    Uber is working on the Unit Cannon, but it's a VERY complex thing to code, that's why we got the Teleporters first because those were much easier to code.

    Mike
  3. uberpenu

    uberpenu Member

    Messages:
    101
    Likes Received:
    24
    Ahh, I see. Well I hope they keep their good work up! :b)
  4. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    I'd recommend doing a search. The Unit Cannon is a commonly talked about topic.

    Further info on the Unit Cannon
  5. Antiglow

    Antiglow Well-Known Member

    Messages:
    342
    Likes Received:
    319
    I am sick of all these stalemates. I am hoping that they will fix that soon. I do not care in what way they fix it, unit cannon or whatever. I just want it fixed. I am stuck with playing one planet systems, or systems with one planet and a really small moon. Also on this same topic, anyone know if we will have space artillery? that could be cool.
  6. GoodOak

    GoodOak Active Member

    Messages:
    323
    Likes Received:
    244

    Any idea why this is so complex? It seems somewhat like any other transport trick. You destroy the unit upon loading (and maybe use a scripted animation to mask it), let the cannon do its animation, create a transitional unit that looks cool while it flies to the target, pops open (like in the KS trailer), and upon popping open instantly re-builds the bot that was destroyed in step 1. No real pathfinding because the unit just falls to the ground and does its thing.

    I'm sure I'm missing quite a bit there.
  7. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    I don't know anything exactly, not being much for code nor knowing exactly what Uber is up to, but Neutrino has commented on it on a few different occasions elsewhere.

    Mike
  8. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    It being such a popular topic, garat has commented on it often during his play tests as well.

    Also @Antiglow try using systems with one planet and multiple moons. That is the current work around for the orbital stalemates.
    Last edited: February 9, 2014
    brianpurkiss likes this.
  9. Antiglow

    Antiglow Well-Known Member

    Messages:
    342
    Likes Received:
    319
    yes I do have systems with one moon or even multi moons of which I have failed to mention. I also do moon's moon type systems. However even with those it is easy to get longer games(not to mention all the bugs in moon's moon), or "he controls the smashable moon so there is no point in playing" type situations etc..
    I guess I could do systems with a planet and 2 or more smashable moons.. 'tis a shame we can not a multi planets in a game anymore.
  10. Nullimus

    Nullimus Well-Known Member

    Messages:
    428
    Likes Received:
    260
    What we need for planetary sieges is an EMP that can stun half of a planet long enough to drop an invasion force. It should be a suicide unit and affect perhaps twice the area of a nuke. It doesn't destroy anything just shuts it down.

    That would be epic!

    Imagine this a little speck of a something drops out of orbit onto your heavily fortified little planet and then, Suddenly, a blinding flash of light. All your units, turrets, factories, and economy stops for the next 30 seconds. In the mean time a mob of units fired from a unit cannon H.A.L.O. jumps right into the middle of your base. Panic ensues as you watch helplessly as they start to decimate your carefully crafted and, theoretically, impregnable defenses.

    Now your units start back up and the fight is on. It is do or die, back against the wall, knock down dragout brutality at it's best. I would love it on either side of the equation.
    broadsideet likes this.
  11. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    It could be really cool to have a option on nuke silos to have the missile detonate above the target (Like in the air layer) to produce a huge emp, rather then going in for the traditional atomic detonation.

    Could be a nice choice, and be really scary to not know whether a player is going for a nuke or emp strike.
    uberpenu and websterx01 like this.
  12. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    If you think it's easy, go apply for a job at Uber. They're hiring after all.
  13. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    I've been up for this kind of idea for a while, it would make nukes a little more interesting, and it stays within both realism and awesome!

Share This Page