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Disabled Buildings [message #187624] Sun, 29 January 2006 11:16 Go to next message
gibberish
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Registered: May 2003
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Commander
My apologies if someone has already done this (please let me know if they have).

I have been doing some thinking and I believe that it is possible to disable buildings without destroying them.

The critical difference being that a disabled building can be re-activated later.

This gives a couple of interesting options such as special pickups to re-enable buildings, or buildings coming back online after a period of time. It should even be possible to disable all buildings at the start of the level so that you have to “build” a base.

I was just wondering if people would actually play a game where all the buildings started disabled?

Also should the building be enabled after a period of time of should players have to do something to enable them?
Re: Disabled Buildings [message #187632 is a reply to message #187624] Sun, 29 January 2006 12:13 Go to previous messageGo to next message
Lijitsu
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Well, considering all you are in Renegade is a soldier, I think they should be put on a timer. Starting with the Power Plant, and ending with the base defenses, the buildings should be re-activated, if that's possible. Like, say, 3 minutes into the game the Power Plant is re-activated, followed by the Tiberium Refinery a short while afterward, maybe at 4.5 minutes, then the Barracks/Hand of Nod, then the Weapons Factory/Air Field, then finally the Obelisk/Advanced Guard Tower. If this is at all possible, anyway.

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Aircraftkiller wrote on Wed, 31 May 2006 22:30

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Re: Disabled Buildings [message #187642 is a reply to message #187624] Sun, 29 January 2006 15:34 Go to previous messageGo to next message
Dave Anderson is currently offline  Dave Anderson
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I think it would be cool if the player had to do something to activate it. An idea would be that at the start of the game, the buildings could be disabled, and your team would have to pickup some sort of key for each to building. Meaning, each building would have a key that you would have to find to activate it, and the keys could be in random locations.

Just a thought.


David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)

[Updated on: Sun, 29 January 2006 15:34]

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Re: Disabled Buildings [message #187644 is a reply to message #187624] Sun, 29 January 2006 15:51 Go to previous messageGo to next message
NukeIt15 is currently offline  NukeIt15
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Colonel
Meaning that every map would more than likely be over or at least decided before any of the advanced structures come up. How long do most maps with no defenses last, on average? Less than ten minutes? Yeah, no thanks, there's a good reason why all the high-level crap is available right away- that way, there's something to stop people from pulling 30 second basic soldier rushes on at least SOME of the maps.

"Arms discourage and keep the invader and plunderer in awe, and preserve order in the world as well as property. Horrid mischief would ensue were (the law-abiding) deprived of the use of them." - Thomas Paine

Remember, kids: illiteracy is cool. If you took the time to read this, you are clearly a loser who will never get laid. You've been warned.
Re: Disabled Buildings [message #187648 is a reply to message #187624] Sun, 29 January 2006 16:34 Go to previous messageGo to next message
Dave Anderson is currently offline  Dave Anderson
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This idea does have a good concept to it, however you are correct. Doing so would allow for easy base kill on the disabled structures. But I do believe that you could make the structures temporary invulnerable while disabled?

David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)

[Updated on: Sun, 29 January 2006 16:34]

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Re: Disabled Buildings [message #187659 is a reply to message #187624] Sun, 29 January 2006 18:38 Go to previous messageGo to next message
Dr. Lithius
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Dude... That's the most awesome idea ever. Why hasn't someone done this yet?

Okay, okay, here's exactly what's going through my mind now. At the start of the map, you have all Soldiers running around, right? And your Construction Yard somewhere around there. Maybe a Barracks/Hand of Nod, maybe not. In any case, a few seconds later, you hear "Building..." from GDI EVA/Nod EVA(depending on which side you're on) and you see the Power Plant, which was previously invisible, being constructed.(That is, you make some sort of "false building" and have it energize like it's being repaired or something. Sort of like WarCraft.) Then a little later, the Tiberium Refinery(complete with Tiberium Harvester on a pathway), Barracks/Hand of Nod(if it wasn't already placed), Weapons Factory/Airstrip, maybe some Silos later or a Repair Bay or something. Oh, and base defenses somewhere in the midst of this.

In short, this map would concieveably be something like a really, really stupid AI playing the Commander on the non-existant Command & Conquer Mode.(Or at least how I figure C&C Mode would work... A little like Natural Selection, to say the least.)

If it's workable, I can imagine it would be one Hell of a coding nightmare. And if not...oh well.

[Updated on: Sun, 29 January 2006 18:38]

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Re: Disabled Buildings [message #187718 is a reply to message #187624] Mon, 30 January 2006 05:45 Go to previous messageGo to next message
Dethdeath is currently offline  Dethdeath
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If the Power Plant comes online 3 minutes after starting the game then your 30 seconds basic soldier rush isn't going to work unless it is timed perfectly, attacking a dead/disabled building won't do anything.
With less buildings enabled at the start of the game, the base will obviously be a lot easier to defend, so you wouldn't need the high class characters.
These features may all seem nice, but I doubt that's the case for most of the Renegade community. Hell, some players don't even like it when a map starts out with 0 starting credits.


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Re: Disabled Buildings [message #187724 is a reply to message #187624] Mon, 30 January 2006 06:39 Go to previous messageGo to next message
rm5248 is currently offline  rm5248
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It'd be interesting to have some teleporters, so you have to teleport around quickly to go to a randomized terminal or something to enable buildings.

w00t?
Re: Disabled Buildings [message #187796 is a reply to message #187624] Mon, 30 January 2006 17:12 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Colonel
What is this new way you found to disable and re-enable buildings?

Black-Cell.net
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Re: Disabled Buildings [message #187810 is a reply to message #187624] Mon, 30 January 2006 18:26 Go to previous messageGo to next message
NukeIt15 is currently offline  NukeIt15
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Quote:

Hell, some players don't even like it when a map starts out with 0 starting credits.


That's a GOOD condition, at least on maps with defense towers. That encourages people to get the hell out there and do something...say, for example, attacking the enemy harvy to ensure that the other team doesn't get advanced goodies until AFTER they do.

I have to say that having a structure invulnerable (basically not there at all) until it powers up COULD make an idea like this workable. It would certainly extend the early game for a few minutes...however, defenses should be up from the outset in any case (even if that isn't how C&C "ought" to work).

If the towers weren't the first things up, I could see small raids of people pinning C4s to the terminals of not-yet-activated buildings some 30 seconds before they're due to come online. In an ideal situation, that would provide some incentive for each team to pay close attention to early defense, but realistically very few people would pay attention to a structure that is not yet of any use to them (seeing as how most folks couldn't give a flying fart even when they're standing in a building on the brink of destruction). Unless the structure is physically NOT THERE before it activates, you'd wind up with games where nothing ever comes online at all thanks to preemptive bomb-laying. But maybe I'm just a pessimist.


"Arms discourage and keep the invader and plunderer in awe, and preserve order in the world as well as property. Horrid mischief would ensue were (the law-abiding) deprived of the use of them." - Thomas Paine

Remember, kids: illiteracy is cool. If you took the time to read this, you are clearly a loser who will never get laid. You've been warned.
Re: Disabled Buildings [message #187872 is a reply to message #187796] Tue, 31 January 2006 04:27 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Whitedragon wrote on Mon, 30 January 2006 19:12

What is this new way you found to disable and re-enable buildings?



I'd like to know too....cause all this talk is meaningless,since this isnt possible.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: Disabled Buildings [message #187897 is a reply to message #187624] Tue, 31 January 2006 09:32 Go to previous messageGo to next message
Sir Kane
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Who says it isn't possible?

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
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Re: Disabled Buildings [message #187924 is a reply to message #187897] Tue, 31 January 2006 13:55 Go to previous messageGo to next message
Cat998
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Silent Kane wrote on Tue, 31 January 2006 17:32

Who says it isn't possible?


STFU and tell us how


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

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Re: Disabled Buildings [message #187928 is a reply to message #187624] Tue, 31 January 2006 14:22 Go to previous messageGo to next message
Sir Kane
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Nope.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
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Re: Disabled Buildings [message #187930 is a reply to message #187897] Tue, 31 January 2006 14:28 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Silent Kane wrote on Tue, 31 January 2006 11:32

Who says it isn't possible?



Im sure it is possible, But I havent heard or seen it done.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: Disabled Buildings [message #187934 is a reply to message #187624] Tue, 31 January 2006 14:57 Go to previous messageGo to next message
Sir Kane
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I did because I have a test setup.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Disabled Buildings [message #187938 is a reply to message #187624] Tue, 31 January 2006 15:12 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You won't believe some of the things the 1.0 version of A Path Beyond will have. Perhaps even this, but maybe I'm saying too much.. Eh, SK?
Re: Disabled Buildings [message #187942 is a reply to message #187624] Tue, 31 January 2006 15:21 Go to previous messageGo to next message
Kanezor is currently offline  Kanezor
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It is possible and does work, I can assure you that.


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Re: Disabled Buildings [message #188016 is a reply to message #187934] Wed, 01 February 2006 02:22 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Silent Kane wrote on Tue, 31 January 2006 16:57

I did because I have a test setup.



Nice! Looking forward to seeing 1.0 change alot of things that was said "not possible"

Thumbs Up


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

icon14.gif  Re: Disabled Buildings [message #188120 is a reply to message #187624] Wed, 01 February 2006 17:24 Go to previous message
{EMD}keeg9 is currently offline  {EMD}keeg9
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The idea is great but could have some problems. Of course it would take some testing and trials (and a lot of money) to make it into a working server (and a few people who are good with computers). But if it does ever work then I would totally play on that server!!!

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