Posted: Tue Aug 10, 2004 7:15 pm Post subject:
Tech Structures
Here's a listing and brief description of all the tech buildings that I've got pencilled in for TS : AI so far (I say pencilled in but the majority are already coded). As always I'm eager for any comments or suggestions you've got as to these plans. Screenshots will appear in this thread once i've established what graphics I'm going to use for them. Also note that each structure will allow you to build existing structures next to it to allow for better defense and the establishment of forward outposts.
The Hospital
This one should be fairly obvious, capturing the hospital allows you to send infantry in to be fully healed and re-prepped for battle. There's no limit to how many times the hospital can be used (well technically there is as the rules won't allow me an infinite number, but trust me you shouldn't normally hit it with a conventional infantry army) and its quite sturdily built so as to take a lot of punishment.
The Armoury
Another fairly obvious one. The Tech Armoury allows you to promote any infantry unit that enters it, including hero units (and seeing as an Elite hero unit is one of the more powerful in the game, capturing an armoury can be seen as a very sensible move). As the Armoury is a military installation it is even more heavily armoured than the Hospital, however the advanced systems in the Armoury mean it takes more power than its medical equivalent.
Comm Centre
This Civilian Array can be rewired by your engineers to act as a static Sensor Array, with a boosted range compared to the mobile equivalent, the Comm Centre can also be used to provide radar facilities should your Radar Centre be destroyed. The Comm Centre can also be used to drop in a team of Elite Mercenaries ready for you to command. This structure requires a lot of power due to its advanced communication functions...
Power Plant
A traditional hydro-electric power station that can be reconfigured by your Engineers to provide a large power output (more than any other standard power plant), that can help fuel your base defense or other civilian structures.
Artillery Platform
An interesting structure that can be quite useful in certain situations. The Artillery Platform will provide surpression fire on any unit that enters its considerable range, depending on where the platform is located it can do such things as protect valuable resources, guard choke points or just cause some early damage to attacking forces. The Artillery Platform comes with its own self replenishing power supply and so it does not require any power to support itself, however should your base fall to low power the Platform WILL shut down due to the lack of targetting input from your base.
Civilian Laboratory
This structure allows for the creation of some units that aren't on any Tech Tree, as for what they are well you'll have to grab the structure to find out, these civilians haven't been resting on their laurels though... QUICK_EDIT
Thanks guys, I was thinking maybe of some type of civilian superweapon that could be captured, but I don't know whether the Drop Pods from the Comm Centre would count, anyone like to comment? QUICK_EDIT
Yeah, I figured giving that to the Comm Centre as it allows you to transmit a reinforcement call (I was originally toying with the idea of saying that it pirated a signal to the Philadelphia to bring down some GDI Infantry to aid you, but that seems a little less likely to me). QUICK_EDIT
It sounds like a good idea.I like the way you can capture civilian buildings for your own use.You could have several buildings that you can capture.Eg
Airfield- allows you to build civilian aircraft
Vehicle- Factory allows you to build civilian vehicles
Weapons- research center allows you to build better equiped units
Bio Research Center- could allow viceroids to be built or something _________________ QUICK_EDIT
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