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Naval Warfare


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#1 feillyne

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Posted 17 October 2009 - 12:18 PM

First a pic:
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Yup, naval battles and base building will be soon up.


Let's be completely sincere, the main plan is:
+ making Naval Construction Yard, NConYard for short, which 1) enables construction of buildings placeable on water, plus 2) prevents players :-P from making adjacency cheats, i.e. placing buildings so far that they reach opponent's base, then destroying/harming him by building either defenses, or walls, etc.
+ new MCV, NCS (Naval Construction Ship), NCSs will be very slow, they will be ships - not hovering buggers
+ aipards will be placeable on water
+ war factories and barracks won't
+ a nasty side-effect of the first point: shipyard/subpen will cost 2000 credits (and will have far-reaching adjacency), but no NConYard required


Well, so what's your opinion? It's time for saucy criticism. ;-)

#2 Speeder

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Posted 17 October 2009 - 01:16 PM

Okay, I must say you're popping out with pretty original ideas as far as YR modding is concerned. :p Shame that naval buildings and NCS will make sidebar slightly messy and that you can't have one building with two construction destinations - either ground or naval.

Edited by Speeder, 17 October 2009 - 01:16 PM.

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#3 feillyne

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Posted 17 October 2009 - 02:27 PM

Yup, the current construction structure will be a bit more tangled in the nearest future. ;-)

Hmm, not that messy, AFAIK, all naval buildings/base defenses tech levels can be set to 9 or 10, so they appear at the end of the sidebar.

Making water only maps will be a big problem. MCVs will cause much trouble.

#4 Speeder

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Posted 21 October 2009 - 12:22 PM

Also, how are you going to work out the prerequisites with current system?

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#5 Mig Eater

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Posted 22 October 2009 - 03:09 AM

I think they are just late game bonuses so you can build them once you have all the land versions etc.


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#6 some_weirdGuy

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Posted 22 October 2009 - 04:31 AM

So going the RA3 'lets make everything buildable on water and have lots of amphibious units' direction, eh?
(although their was more like lets make everything buildable on water and have lots of amphibious units to try and compensate for the complete lack of naval in our games so far asides from RA2'.


Anyway, cool stuff. Are you adding in a collection of additional naval units too? i say if base building is moving out to sea then a larger array of naval forces should also be available.

And will there be any 'water resources' for fund gathering at sea?


Also i suggest rather then just adding that base/platform onto the normal buildings to create naval structures, maybe have some more variation then that? have some of the buildings maybe more customised to fit their aquatic foundation rather then just 'land buildings on a platform'.

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#7 feillyne

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Posted 22 October 2009 - 02:51 PM

I think they are just late game bonuses so you can build them once you have all the land versions etc.


Hmm, well, they'll be pretty accessible at the very beginning. ;-) Naval ConYard is planned to be available after building land Power Plant.
As a counter (or balancing) move, Airpad could be built after Power Plant being up, so the opponent can rush the player going naval.

Also, how are you going to work out the prerequisites with current system?


Hmm, thought it over a bit, but not tested.

So, for example, Tanya would have:
Prerequisite: GAPILE, GATECH
PrerequisiteOverride: GANTECH (naval one)

So she needs Barracks anyway to be 'spawned' at, but there's no difference between land and naval one.

The naval tech tree for e.g. naval Nuke Silo would go something like this:
Prerequisite: NANCNST, NANTECH
PrerequisiteOverride: NATECH (or even without PrerequisiteOverride, it can be a problem when having only land Soviet CY)


So going the RA3 'lets make everything buildable on water and have lots of amphibious units' direction, eh?
(although their was more like lets make everything buildable on water and have lots of amphibious units to try and compensate for the complete lack of naval in our games so far asides from RA2'.


Well, full naval battles are planned. When in RA2 tournament/2vs2 maps were limited only to symmetrical, land-start ones, I'll try to implement only water/naval battles mode almost without any land space.


Anyway, cool stuff. Are you adding in a collection of additional naval units too? i say if base building is moving out to sea then a larger array of naval forces should also be available.


Thanks.
Hmm, I'd like to, but unfortunately 99 unit places are used already, and after cutting another unused ones for NCSs, it will be even thinnier.
Now there are 7 naval units for each faction, w/o counting NCSs to come.

And will there be any 'water resources' for fund gathering at sea?


I thought about it, AFAIK, hardly to implement, but we'll see. For now there's Oil Platform, providing even more cash than a regular Oil Derrick:

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Also i suggest rather then just adding that base/platform onto the normal buildings to create naval structures, maybe have some more variation then that? have some of the buildings maybe more customised to fit their aquatic foundation rather then just 'land buildings on a platform'.


Hmm, I'd like too see them. ;-) Could you give a link or send them over to feillyne@yahoo.fr ? Thanks in advance.




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