Naval Transports
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If I recall, a lot of people tried to mod this and ground transports in when the game launched. No one ever got it working.
I don't know why, and of course I love the "d-day" landing cinematic thoughts, but with the game popping in a few engies and building factories under the artillery coverage of your navy on the shore, is how that kind of thing is done here, and that's fine. If the game was more set up so you produced units centrally, then had to get them to the fight, a logistics game like Creeper World 3/4, then such transports make a lot of sense.
I try to make my units centrally a lot, using air transport assists or ferry points to get them from my centralized production to the front lines, and it's tough to get working, and easily shut down by competent enemy air. I'd love more transports. But in the end the game is set up for you to make factories near the front.
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Alternative: how about a boat that can build LABs directly on shore? Kind of like how the Megalith has "crab eggs"
Maybe the "engineering ship" can build a very small "tiny factory" (the size of a t1 pgen or slightly larger) that can produce nothing but LABs. Or nothing but LABs and land scouts. And these factories have very little BP so they work best with an "engineering ship" assisting them, that way you can't really run an invasion by having your engineering ship make 20 mini-facs and driving away. Each engineering ship would make 1 mini-fac and then assist it and the result would be LAB spam from the water.
Maybe regular engies should also be able to build/assist this so you could turn an engie drop into LAB spam without needing to build an entire t1 land factory. It would be a new way to make raids happen faster, so LABs get more use.
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@arma473 Cool idea. Mod it in and lets test it out.
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Cool idea, already made in a version of Future Battlefield Pack mod. For a D day battle, adds a lot of options for 4 to 8 units added.
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Naval transports would be good for being tanky (air transports die easily) and having higher capacity. However, I feel like having a purely naval transport would be very hard to load and unload effectively depending on the map. The two transports above are hover or amphibious. I don't think a purely aquatic boat would be easy to load.
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Just build hover and amphibious tanks? While I get that it could be cool it's totally unnecessary.
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@zeldafanboy Three that already exists in Future Battlepack Pack mod are amphibious, and IMHO , they are better suited to fight along to follow the general lines of each race. UEF is a transport warship with tracks. I can suggest that CDRMV put a small mod with these for test.
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Whats the plan for an Aeon transport if any.
Also where are these built? T1 Naval factory? Or T2?
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@zeldafanboy Hi,
First essay models appeared as t2 and t3 mobile sea factories for AEON .
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![alt text]() UEF T2
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Just why honestly why come up with this idea.
Use air transports or make hover its what they were designed for
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@kalethequick said in Naval Transports:
@in_omnia_paratus said in Naval Transports:
why
Because it's fun.
Which is no excuse for adding them to the base game. Even more when they are by no means necessary.
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It is literally just asking for more bugs
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@in_omnia_paratus
Bugs always are and will part of any modification. If this kind of thinking would prevail, FAF never FAF would exist! -
To be clear, Naval Transports fundamentally do not work with the game code. A transport always pathfinds to the transportee (that a lie not always. If your close units will pathfind to transport) but that means a naval transport ends uo being suoer micro heavy. A Hover/Amphibious transport in theory worm
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@dragun101 Sorry, Ive tested long range landings of Cybran, Sera and UEF without any trouble. I will do again and will send pics.
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…what? The transporter will generally go the transportee. While transports hold positions.
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It still a useless unit.
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@dragun101 I beg your pardon, but Ive tested yesterday the 3 models disponible of t2 naval transports through a complicated patch map and all is ok, without any micro management.