Vehicles

Started by IdeaBoy, October 06, 2013, 05:07:24 PM

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Roach

Quote from: Kender on October 24, 2013, 10:13:55 AM
Feels like playing DUNE again. Maybe there should be natives like Freemen, Sandworm etc.

Sandworms you say? There we have a real vehicle.

Evul

#16
Vehicle would be cool to see in the game.
This also adds something more to do to the game then just fighting off bandits why? I explain more below. :)

How to obtain vehicles:
The way you obtain a vehicle is you build it, instead of buying it completed. You construct it by using vehicle tiles by using simple recipes. The tiles that are built together are then recognized and generate the vehicle after the workers completed it. OR you put down a blueprint of a vehicle and the builders construct it. (This will also be a good way to spend your time building a hanger or a garage storing the vehicles. And add gate type of door 1x3 or 1x4 that may also be link with another gate making an even larger gate (1x6 or 1x8). )

Example of Vehicle recipes:

T = Tire
H = Hull
D = Cockpit
e = Equipment
E = Engine
W = Weapon
- = Empty

Car:  (Drive +1 Passenger)
-------
--TDT--
---H---
--THT--
-------

Armed Car: (Drive + Gunner)
-------
--TDT--
---W---
--THT--
-------


Truck: (Drive + 6 Passengers or Driver + 75x6 resources)
-------
-THDHT-
--HHH--
-THHHT-
-THHHT-
-------

Armed Truck: (Drive + Gunner + 2 Passengers + 75x1 resources)
-------
-THDHT-
--HHH--
-THWHT-
-THHHT-
-------

Speed bike: (Driver)
-------
---T---
---D---
---T---
-------

Mining Truck Thingy: (Driver + 75x6 resources)
-------
---e---
--eee--
-THDHT-
--HHH--
-THHHT-
-THHHT-
-------

Helicopter:
---------
----H----
---HDH---
--WHEHW--
---HHH---
----H----
----E----
---------

Shuttle: (Pilot + 6 Passengers or 75x6 resources)
-------
--HDH--
-HHHHH-
-HHHHH-
-HHHHH-
-E---Eâ€"

Escort Fighter:
----------
----H-----
---HDH----
--WHHHW---
-HHHEHHH--
-HHH-HHH--
----------
----------


Use of ground vehicles:
The vehicles could also be used by sending them on of map missions (Meaning that they travel away off map and disappear for a time and come back.). How that is preformed is by having at least one vehicle and at least one colonist (of course), select the colonist and right clicks the vehicle and press Man the Vehicle. (The colonist then enters the vehicle depending on the type of vehicle there can be more colonists inside of it.) To send them of right click one of the vehicles and Send the convoy on a voyage. When the vehicle travel off to the edge of the screen and disappear for a while. This may not be done during a raider attack. But they may come home during or after a raider attack (when everyone is dead. ;) ).

Possible outcome of voyages:
Found resources (Self-explanatory)
Got attack by raiders (Come home early or if they continue, depending on if you answer the call in an event OR the terminal. IF they got injured they come home.)
Found survivor (Come home with one or more captives.)
Nothing (Come home with nothing.)

Other use:
- Shuttle enables of world trade by sending resources, otherwise selling goods is impossible. But buying is always enabled.
- Armed vehicles may be used as stationery turrets if the gun is only armed.

EDIT: Oh BTW new on the forum, been stalking here for the last few days and also watch a bunch of gameplayes ^^

RebCom1807

I can see the 'building it on the ground by putting the parts in place' thing being a little fiddly..
Perhaps one could set a 'Garage' zone (Or 'Workshop'), which would then enable vehicle construction (And other things with a Workshop). You then would be able to go into a separate 'Vehicle Designer' view where you would then do the 'build by block' thing. It would give you vehicle stats (Can it cross rough terrain, cargo capacity, cost, speed, hitpoints, passenger capacity, weapons, size, endurance, etc) and you would need a large enough Garage/Workshop to build it, in addition to a good amount of metal and the right parts researched, as well as the guns to mount in the turrets/hardpoints.

Would make it a little tougher to get vehicles, but at the same time it would give you something to do with all those guns laying around. Maybe something grid-based, but similar to Gimbal's ship builder, in some way.

I would vote against air vehicles, personally, if only because of the issues with going out of the X-Y plane, but if there is something to build a starship to get people off-world (Even if it means making cargo shuttles to ferry materials and parts for orbital construction), this system could be used for that - The bigger and better the ship, the more it would cost in a reasonable, built-up way.


Also, if you do end up making things that can go out of the atmosphere, perhaps one could have the option of attacking/boarding the trading ships that pass by. Upside is that you can get the stuff easily enough, downside is that you might get mercenaries landing and attacking in retaliation. That, and the ships would eventually have escorts, as well as charging more (Or less, depending on the situation) or just stop coming at all.
..Also, it would be a very bad idea to try to raid a weapons trader. But that's beside the point.
What it could mean also is that if you can manage to get something up to keep an eye out for pirates or keep an eye on the planet's weather, it could offer some warning or, in the case of pirates, a reduced (or wounded) raiding party because you had defenses in space.

yabbadabbado

I'm hoping with the over 1000% funding he adds vehicles.

TankaaKumawani

#19
I think we should eschew antigravity technology and flight for now, since it's hard to work in the Z-plane, and considering the facilities available on colony worlds, keeping a conventionally powered truck functional would be hard enough.

Here are my thoughts on the matter, which would leave us with 3-4 classes of vehicle.

Vehicle Ideas:
Dirtbike (B5 "Squirrel", Moto-Rebel, E-Z Ryder):  Cheap two-wheeled personal transportation.  Fast, but limited to what the rider can carry.
Buggy (Mechamule, C18 "Boomrat", Jalopy LX):  A light, easy to manufacture, four-wheeled vehicle.  Fast, but fragile. Capable of carrying a few pawns and some lighter equipment or a ton of payload.
Truck (T35 "Muffalo", Bauer SE, Roadmaster):  A sturdy, six-wheeled cargo truck, capable of carrying several tons of payload or a moderate number of pawns at a moderate speed.  Can be fitted with a moderate range of optional equipment.  Favored by traders.
Crawler (H97 "Dunebeast", Isopod-K, Aqua-Trac):  Heavy tracked utility vehicle of a decidedly robust nature.  Slower and more expensive, but capable of amphibious operation.  Capable of carrying a large load of goods, a respectable number of pawns.

Vehicle Equipment:
Armor:  Increases the durability of a vehicle, at the cost of payload and speed.  Trucks and crawlers can carry heavier armor.
Cargo Box:  Increases the cargo capacity of the vehicle, at the cost of speed.
Extinguisher:  Water and foam containers, plus a high-pressure pumping system and hoses allow a vehicle to act as a fire truck...or improvised less-lethal raider suppression system.  Trucks and crawlers can carry more water than a buggy, but it beats pawns with fire extinguishers and buckets, right?
Farming Gear:  Allows for the vehicle to act as a tractor, speeding the tilling and harvesting of land.  Buggies can use it (2 tiles wide), but it's better-suited to trucks and crawlers (3 tiles wide)
Work Gear:  Heavy-duty digging, logging, and construction equipment for trucks and crawlers.
Weapons:  Ranges from a machine gun (all vehicles except bikes), to a light autocannon (trucks and crawlers), to a small howitzer or mortar (crawlers only).

Power Sources:  We have electricity and batteries implemented.  At minimum, vehicles would be able to trickle charge with a small internal solar panel during the day if they weren't plugged into the powernet.  Other potential options for vehicle power could be fermenting food for biofuels, catalytically processing coal, or drilling for oil and natural gas.

Recovery/Towing:  Inoperable or wrecked vehicles can be towed or recovered by a vehicle of the same size or larger.

DarkThug

When I play this game, I also think of "vehicle". I don't think of it as a transport however (A post above about sending off map mission is a great idea though) I think of it as a tank, a mobile cover for poor raiders once we get rid of all obstacle around our base. A way for raider to punch through our bunker and break away from our attempt to funneling them. This will also create decision between anti-vehicle weapon vs anti-personal weapon. Ammunition vs Missle. I really love to see it in the game.

ShadowDragon8685

Vehicles would be nice... Especially to carry colonists rapidly to far-flung resource locations. Pack half a dozen onto an electric buggy, send 'em down the mines, and they operate as a group rather than as a pack of individuals...

That'd probably need either insane micro or some kind of change in AI logic, though.
Raiders must die!

Taleisin

Some well thought out ideas there but to be fair I'd be happy with a wheelbarrow to shift rocks and spuds!

CodyRex123

We need to have somthing like a army truck, (Like the one you can get in GTA V, But yea) Idealy it would need to be controled by the player, possable, and the people to be ordered in and out, Hm
Dragons!

Vette117

Sorry if the idea has been presented before in this post or others, but I want to add to the vehicles suggestion. I think there should be a vehicle that will aid in hauling, as in more than 1 item. Another vehicle could help with mining a larger area, or faster, while also helping with lighting while in caves. It's dark in there, and I like things to be lit up. There could also be a vehicle(s) that could help with farming. With only 1 or 2 colonists, potatoes cannot be produced and harvested very quickly, and vehicles like tractors and harvesters would be great. I'm sure vehicles could have a lot of variety in their purpose if implemented.

Vagabond

Hello,

I like the idea of vehicles. Trying to do haul an item from far away is almost an all day task for a colonist, not to mention trying to mine something far away. They end up eating, sleeping, and mining a single tile.  Having a vehicle to help do stuff would be a logical progression of technological capability.

The off map stuff sounds good as well. However, I don't think I completely agree with vehicles explaining away the prevalence of other humans; especially raiders, you'd think they'd be scared to come to my neck of the woods. Also, if it's so easy to get to this rimworld, why aren't we being rescued or at least offered a place in a friendly faction's home. Eh.

Cheers,
Michael


Coenmcj

#26
Please check the post date before contributing.  :)
But welcome to the Ludeon community, we hope you have a good time here.

But on-topic, I'm fairly sure vehicles are a long way off, as there are other core stuff to add and tweak before something such as vehicles may be considered in the main game.

However I do hope you check out the modding community (http://ludeon.com/forums/index.php?board=12.0)  as there is some interesting stuff you might enjoy, for example (http://ludeon.com/forums/index.php?topic=2170.0) Evul's E-Vehicle mod.
Moderator on discord.gg/rimworld come join us! We don't bite