Some ideas for d2k mod

Discussion about the game and its default mods.
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Devastator
Posts: 22
Joined: Sun Jun 29, 2014 12:12 pm

Some ideas for d2k mod

Post by Devastator »

First off all, I don't want to force the devs to implement this. I just want, that they maybe find some good additions to the game.

1. Make harvesters(that come with a refinery) delivered by carryalls. I know there isn't any carryall-mechanic ingame. But I think it isn't very hard to make a carryallsprite flying to the refinery and make it drop the harvester. With this you could add, that if you lost your last harvester, a new one will be delivered with a carryall(if you have at least one refinery), like in the original game.

2.Make the starport have varying prices. Like in Dune 2(atlest in the Dune Legacy mod). For example, a tank costs one time 800$ some minutes later 600$ and some more minutes later 1000$. Besides you can add the possibility to deliver more than one vehicle at once. Maybe maximal 5 of the same unit at once for example you order 3 tanks, 2 arties and 4 trikes, the transport deliver first the 3 tanks(all at once), than the arties and than the trikes. Also changing the deliver animation would be nice. I think it should have chinook style. It flys to the starport, lands and lets out he units.

I hope I don't get on your nervs and that you like the ideas

Ps: sorry for bad english :p

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-Jes-
Posts: 72
Joined: Tue Oct 23, 2012 1:57 pm

Post by -Jes- »

1. http://www.sleipnirstuff.com/forum/view ... hp?t=16259

2. http://www.sleipnirstuff.com/forum/view ... hp?t=15990

Relevant. http://www.sleipnirstuff.com/forum/view ... hp?t=16390
-Jes- wrote: Much of OpenRA, especially the D2K mod, is a Work In Progress!
As such, the developers, hobbyists who have limited time to work on this, are forced to focus on implementing whatever logic is most important at the time.

1 and 2 are not really among them.

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