Posted 08 October 2007 - 10:16 PM
I think it would be best to rework the current Soviet warehouse looking thing into a hangar. Also, a critique. You have pitched roof buildings, but your shadows don't reflect this. The one for the conyard itself should have an angle to it something askew... And the warfactory should have one that is 'cut short' due to it's pitched roof being in the opposite direction.
Otherwise, great work.
As for conyards. Well, it's easy to establish how they should look once you determine what they are. Do the MCV trucks deploy into them, or deploy to build them then stick around (perhaps in a form where they can't continue to build them). If they deploy into them, you should have a garage, netting or whatever with the vehicle inside. If the building incorporates the vehicle itself, you should have the hulk left behind...
Now, you want the conyard to be a conyard, obviously, more than just a general purpose looking crate shuffler. So you'd need palletes with building supplies on them, a fence or barricade to keep out robbers of said material and stores of oil or whatever to provide for the men who work on the base and the motor pool.
I also think a small command bunker, trailer or even tent would work well, since this is the primary building in your base, and the most likely place battlefield command will be until radar or a tech lab is set up.
What I'd really like to see is individualized structures dependant upon faction. Like the Americans get a motor pool instead of a factory (which decreases their vehicle build time), since they fought nowhere near their industrial hearts, unlike the Germans or Russians. Maybe the Germans can still get a bunkered up conyard... The Japanese could have light mobile buildings or cloaked ones. All kinda of little functionality nuances.
Being a total douche.