Probably because OKW trucks were never intended to be repositioned after deployment.
You of all people probably wouldn't have been able to interpret that I was wondering why that was never intended "to begin with".
+1 Post count.
Posts: 2742
Probably because OKW trucks were never intended to be repositioned after deployment.
Posts: 817 | Subs: 5
Speaking of rotating HQs, is it also possible to have the OKW Command HQ sWS pack up and move?
I guess that it would look weird because of the lack of animations but I'm just wondering if it's do-able, that's all.
I'm feeling really nostalgic of the CoH British HQ trucks after seeing what you did with the other OKW sWS HQs.
Posts: 3145 | Subs: 2
It is possible to spawn a truck and remove the structure, but like you said, it will lack animations. One other issue though. You will instant lose in a 1v1 without any HQ structure
Posts: 817 | Subs: 5
Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.
As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.
So you basically don't lose the building, it just becomes mobile and can't be used until deployed again.
Posts: 3145 | Subs: 2
That should be do-able, except for the HQ texture on the canopy of the sws. That requires a new animation state on the sws truck.
Posts: 422 | Subs: 2
Posts: 173
...Schwere prereq for example...
Posts: 3145 | Subs: 2
It would be be a lot of work. I can see it as each OKW tech building has a unique pack-up ability depending on which tech building it is. Both a dummy unit and player upgrade is applied depending on which halftrack's pack-up ability is used. The unit dummy upgrade will lock out all deploy actions except for a modified clone of the appropriate deploy, while the player upgrade keeps track of whichever halftrack was deployed and undeployed for teching reasons (Schwere prereq for example). Once the halftrack redeploys using the modified deploy ability, both dummy upgrades are removed.
11/10 out of scope, and is thus irrelevant to the commander reworks, but some food for thought. I too would like toshamelessly stealtake inspiration from SneakEye's implementation, but that's probably best for another topic.
Posts: 3260
Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.
As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.
So you basically don't lose the building, it just becomes mobile and can't be used until deployed again.
Posts: 626 | Subs: 1
Sorry for the additional spam but I just wanted to elaborate a bit further.
What I imagined is a lot more simple, the same HQ truck system that the British had in CoH.
Instead of the sWS call in you have in the OKW HQ right now you would have the undeploy ability, which isn't really needed but I'm just saying it for the sake of keeping it nostalgic.
Then next to it you would have the Med, Mech and Panzer HQ sWS call ins.
You would also be able to position them where to deploy when you're ordering them in even before they're on the map, but again, isn't really needed but was an awesome feature to have back in the day.
That would also eliminate the bug where you can call in an sWS after you've deployed all of your structures and allow for a more flexible base system for the OKW, effectively eliminating any complaints about it.
The forward retreat point would also be no longer needed if the HQ can just pack up and move.
Posts: 208
Posts: 129
Posts: 211
Posts: 573
Posts: 17914 | Subs: 8
Doesn't having a placeable FHQ building kind of distract from the theme of Urban Defense a bit? Since what if you can't even fit the new FHQ building in an Urban environment?
Just a thought don't mind me.
Posts: 211
Thats not for urban maps, but maps with either no buildings or wooden houses, where you cant really make FHQ because it will get burned down very fast
Posts: 17914 | Subs: 8
Isn't that suppose to be a weakness of FHQ thou? That it's not capable of being used everywhere and very situational? So CE would be able to build this on Urban maps too right? How much durable should this FHQ be? I suspect a problem where players will build the placable FHQ instead of using ambient buildings just out of convenience.
Should there be a different cost between spawning an FHQ in an ambient building and building one with the CE to encourage players to use the resources provided by the map?
Other than the FHQ I think the other changes to Urban are great. People are scared of the KV-2 Vet 3 but... that's like saying a Vet 5 KT is scary... ofc it is.
Posts: 2742
Posts: 3145 | Subs: 2
Posts: 626 | Subs: 1
50 | |||||
27 | |||||
9 | |||||
1867 | |||||
241 | |||||
19 | |||||
7 | |||||
1 | |||||
1 | |||||
1 |