[A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)

Started by Cpt.Ohu, April 23, 2017, 03:44:16 PM

Previous topic - Next topic

SpaceDorf

Quote from: Cpt.Ohu on August 18, 2017, 09:44:55 AM
I'm not a fan of just enabling 40k aesthetics without any substance.

Understood. This is why I asked, because the suggestion was not based on the ships being 40k Material, but being additional possible ships.

While I have your attention, I hope you could answer my other question, which has a tendency to get lost between bug-report posts ..
Have you implemented or planned other weapon slots for the ships ? Heavy or Medium ?
( dropship uses light and bomb/ordonance )
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Cpt.Ohu

Well, heavy weapon slots would be for ship-to-ship combat. I want to create domestic air traffic for other factions, and give you the possibility to shoot them down. Aerial raids right now come without a warning. I'd like to make it so that enemy ships are actually launched from a nearby settlement and you'll see them coming on the world map if you have an appropriate scanner. Then you could launch an Interceptor to prevent their raid.

Bombing would mean destroying a settlement. I'm just not quite finished with thinking about balancing. Should one payload mean one erased settlement (would be the easiest thing to do), or should it take several installments? The latter would require a lot more coding and be more error prone since I'd have to keep track on how much damage a settlement has taken.

Speaking of which:

Have a look at the crew assembled for the first ever bombing mission.

After installing improvised HE bombs, this Dropship will fly over to a nearby pirate base and destroy it, after which it will return to its initial position.

The displayed name is not yet quite accurate, but in principle, bombing runs may be available in the next update.

SpaceDorf

Wow .. bombing is really powerful.
I imagined it more of some ships flying over the map and starting some mortar explosions.
But I understand that this is really the easiest solution possible and I have no Idea at all how to balance it.

Concerning the Weapon Slots I was thinking about different sized weapons unrelated to their combat role.
The optimal 40k examply would be the Thunderhawk with its 2 Bolters and 1 Tank Cannon on top.

Having the whole bunch of Turret Mods in mind, and by now 4 5 Design Ideas for Rimsenal ships ( for me the greatest vanilla++ factions ) I was curious if something like this was possible.

And if your plan works out like this .. the dropship mod basically turns Rimworld into X-Com
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Cpt.Ohu

Quote from: SpaceDorf on August 19, 2017, 02:30:12 PM
Wow .. bombing is really powerful.
I imagined it more of some ships flying over the map and starting some mortar explosions.
But I understand that this is really the easiest solution possible and I have no Idea at all how to balance it.

Concerning the Weapon Slots I was thinking about different sized weapons unrelated to their combat role.
The optimal 40k examply would be the Thunderhawk with its 2 Bolters and 1 Tank Cannon on top.

Having the whole bunch of Turret Mods in mind, and by now 4 5 Design Ideas for Rimsenal ships ( for me the greatest vanilla++ factions ) I was curious if something like this was possible.

And if your plan works out like this .. the dropship mod basically turns Rimworld into X-Com

Well, the thing with mortar explosions is still on the menu, as I'd like to enable bombing runs on existant maps. So if you are already attacking an outpost, in comes your ship throwing off some boms right into the enemy defenses,

This right now is just the most basic solution I could come up with.

Canute

Ship with mortar, land at the edge of the map and shoot mortars into the camp. At last at this way the enemys got a chance to fire back or start an assault on the ship with some clever AI.

But since of lack of clever AI, droping mortar shells from the air on the outpost works too.
And if the ship be able to fly at the orbit, stonk chunks do the job too.

SpaceDorf

Quote from: Canute on August 19, 2017, 05:08:59 PM
And if the ship be able to fly at the orbit, stonk chunks do the job too.

Just don't miss ..

Quote from: Cpt.Ohu on August 19, 2017, 04:55:50 PM

Well, the thing with mortar explosions is still on the menu, as I'd like to enable bombing runs on existant maps. So if you are already attacking an outpost, in comes your ship throwing off some boms right into the enemy defenses,
This right now is just the most basic solution I could come up with.

I get that ..

crap .. brains started thinking again ..

first two types of bombs :)
the cheap mortar bomb and some expensive outpost buster nuke based on a fuel-air bomb.
Both get consumed when bombing, like in reality, so bombing runs are also expensive in fuel.

And since removing outposts from the map does not influence the raids from this faction ( except for the total destruction )
it is not that overpowered. Also removing it from the world map means NO LOOT !

Sounds not so bad after all :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

thesoupiest

Hi Ohu! Great mod - I had never dealt with an outpost or investigated an item stash until I had a dropship in my garage. The ships are nearly perfectly functional and I'm grateful for your making them.

If I could offer a suggestion, a feature to reposition a ship on a map would be nice. I just cleared out my first enemy base, but I wasn't able to haul all the loot to the ship in time before the automatic caravan formation cut me off because the dropship was all the way at the edge of the map. If I could have, say, put one of my raiders in it and repositioned it closer to the base, I would have had a much easier time with it. Even if the fuel cost were some fixed cost far higher than would be logical, it would still be immensely useful.

Cpt.Ohu

You can actually do that. Just take a pawn and relaunch the ship onto the same map, then you can choose where to go down and just land right next to the loot. Mind you that this eats up fuel.

Spino

Just wanted to say that this is by far one of my favourite Rimworld mods out there. It's so fun to play around with, and the textures fit vanilla style perfectly! Honestly, I'd love it if dropships like those could one day be implemented into the vanilla game.
I think that the only thing I'm not a fan of is the range of the ships but that's probably because I tend to build my colonies far away from basically everything, hah
Keep up the great work!

Cpt.Ohu

Well, you could set up refuelling Outposts.

And a think I'll offer the option to refuel on friendly AI bases.

SpaceDorf

Quote from: Cpt.Ohu on August 25, 2017, 04:24:13 AM
And a think I'll offer the option to refuel on friendly AI bases.

Another perfect silver dump the game is missing so far :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Arif21

hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...

SpaceDorf

Quote from: Arif21 on August 25, 2017, 06:41:07 AM
hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...

Long ongoing discussion.
It seems really hard to do, because the map only loads when the pawns spawn on the map.
Even droppods only decide between side or center.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Cpt.Ohu

Quote from: SpaceDorf on August 25, 2017, 09:07:01 AM
Quote from: Arif21 on August 25, 2017, 06:41:07 AM
hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...

Long ongoing discussion.
It seems really hard to do, because the map only loads when the pawns spawn on the map.
Even droppods only decide between side or center.

Exactly. There might be a way to do it, but that would require a lot of experimentation. I cannot say if I'll be able to get this feature in or not.

IWannaChaos

Are the ships not meant to be able to load pawns that are incapacitated? It would be really useful after a raid to be able to grab everything before the map disappears. Great mod overall, it gives the game another dimension.