Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
OK I'm back at working on the mod after my brake, Here's some think i was working on today its a spawn pillar with works like a factory but takes up a lot less space, Also what do you guys think about only 1 gantry per faction doing this could allow the AI to build naval units for Illuminate post your ideas here. XD
So it's essentially a scaled down factory. Being scaled down, it shouldn't be able to build all the units that a normal factory can. Also, only one gantry per faction? Maybe one of each kind, because I don't think that anyone wants to completely devote themselves to either land or air.
wel if it can build more than only land it has to be far biger.
maby somting like the fatboy1 a very big truck that has to diploy in a building before making units.
still i dont realy like the spawn idea and the use of pillars, if its spawning units it has to be realistic for my.
I dont like the spawn pillar tbh. It looks way to simple and i can say iv never had a problem for room.
I wouldnt want a limit on the number of exp i can build at a time but i dont want the to be spammable like SC2.
Wouldn't it be better to just get rid of the Gantry and make exp buildable by ACU/SACU just like in FA?
Interesting proposition, I like the idea for major exp, but I think minors, or T4 units, should have their own factory.
Could you expand on the advantages of the pillar? "Beam" in units from another planet? That could work if you make them more expensive but they come quickly or something. I do notice the AI will only build one gantry per base. This can be a disadvantage for them and if it can't be changed in the AI coding then allowing only one gantry could make it more challenging and the AI more versatile?
I believe what he means is taking away the land and air gantry and only having an "all around gantry" to let aeon AI build naval. But I'll ask him tonight.
Edit: Never mind I didn't read the picture description. Either way I like the idea. Factories and gantries take up way too much space IMO and units take too long to get to their locations. But still... idk not everyone is going to like it. What about making this as an "extension" to the aeon factories so that after units are built they "spanw" (aka, rally but more like a teleport) at the pillar but have it so that the pillar can only be placed so far away from the factory?
I would prefer the removal of the gantry and make experimentals buildable by the ACU/SACU also, keeping land and air as is. As for the spawn pillar could be used for teleportation or the naval iusse, but could be very overpowered for the human players vs ai. Ai not using the spawn pillar would be a balance problem. Balancing all these new units is going to interest to say the least.
The Pillars still build units the units aren't just spawned with 0 build time, After a unit has finished building it will be spawned out the front of the pillar also it may only build T4/T5 units Experimentals , These pillars also mite not be used they mite be added in with a side mod.
My answer to this
"Removal of the gantry and make experimentals buildable by the ACU/SACU"
the problem with doing this is build time with gantry's more than 1 unit can assist it at a time, Some people mite think i can add this back in but thats not the case with it a engine function which i can get to.
How about, building around these build units faster instead? Or if the ACU and Engineers can build experimentals, the if they are built around these then they build twice as fast or reduce the cost or something.
Yer that was another idea i had was some how make the pillars so engineers could assist when doing so it apply s a buff so things build faster, Or have a new game mode were the tower had to be defended it would spawn with you at the start of the game, There a heap of idea these can be used for.