#Bot Land Transport Vehicle

1 messages · Page 1 of 1 (latest)

rapid cosmos
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An Idea for a new land transport vehicle that transports robots (of a set size) at greater speed to the frontline.
I think the game needs better transportation options and this applies to Air Transport, although atleast this exists, ideally a transport should carry more bots!

So for this suggestion I would like to propose a T1 Vehicle that is able to transport Bots (of a certain size) and ideally 10 or so. This would have a relative high speed, perhaps repair and AA ability. Drops off bots at speed to the frontline.

Currently some bots move very slowly (such as Centurion, Snipers etc) So having the ability to move them to the frontline at speed would make supporting allies and reinforcing areas effciently. Ofcourse these transport vehicles would be high value targets so the risks of using them need to be considered.

Thoughts?

dusky haven
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tbh i think it would be fun to just have the air transport in all labs but i'll prob get impaled on a stake for that 😄

thorny island
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sounds like factorio

pallid orbit
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Units can walk. The bigger question is why is there no transport ship for dope beach landings?

hidden void
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I heard a bit about that already. They mentioned it having something to do with having pathfinding be hard for the units involved with being in the transport as well as getting them into the transports, or smth like that

keen current
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Somebody was actively working on fixing naval transports. I forget who.

ivory jasper
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Sefi, I think

autumn pawn
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Bearer exists, it's just got some jank problems. You can actually see it on the website under the hovercraft section

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Top right, the big boy. The loading issue hasn't been resolved, to my knowledge.

hidden void
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looks really cool. Is that... a crane?

autumn pawn
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Yeah, you'd have to @proper tiger about its current state. Last I saw it wasn't super polished yet.

whole coral
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The hover/sea transports were always super cool with their load/unload crane animations but they've always been super janky even back in OTA

proper tiger
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Yeah that’s what I’m fixing

gusty badger
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Imo fix existing transporters before adding new ones
Transport ai is really obnoxious to work around, it routinely fucks up simple repeat load/unload commands unless you set up very specific circumstances
For instance, you can't queue an unload command until the transport has a unit. The consequence of this is that if I have a transport, and want to set up a simple "repeating elevator" where I order the transport to carry any unit that arrives in a given area up on some high ground and unload that unit there (performed via an area load > area unload command set to repeat), it won't actually set itself up to do the unload portion of the repeating command unless its already carrying a unit

Super obnoxious to work around

languid arch
somber laurel
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A lot of people get around the distance problem by building a forward lab or a forward base, so that the units are produced where they are needed instead of needing to travel to the front at all.

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Just putting a few CTs in common range of a single spot at the front can help build this into a habit where a lab starts appearing as well, even if just for tick spam or rez bots in the post-fusion mid-game or later.

proper tiger
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Honsho i have added some hooks for unload/load events and some timeouts, and im playing with the nanostacking issue.

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the unit is called intruder, and it works fine, it just has the nanostacking bug. its the least impacted by transport script problems. basically it needs to be programmed to poop out a unit and then move out of the way.i have created a script that already moves the u nit out of the way, but that dosnt fix nano stacking