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##: The ########## 3 Railway System discussion thread

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Alkan is not online. Alkan
Joined: 04 Dec 2008
Total Posts: 907
10 Jun 2015 03:10 PM
I’m rescripting The Conquerors 3 from the ground up for a second time(third if you count the first version of TC). In this version I’d like to add something similar to railroads. You will have a special unit that can create railway poles around the map that allow you to connect to other railway poles and act like a transportation thingy for units. It won’t look like trains and railroads, more like bulkier ski lifts(google that). The building system would be pretty much like the wall creating system. Railways will not count as buildings and will probably not have a limit. They will also not act as building extensions, so you cant build a barracks by your railway post far away from any other buildings.

I haven’t worked out all the details though. I want you to post your opinions on the whole idea. Here are a list of things I want you to comment on:

1. Should the railway poles be destroyable at all? I’m considering making them capturable(I wont allow too many railway posts to be built in one area, so it doesn’t look ridiculous. )
2. How should it be captured?
3. How much should it cost, assuming the exact same economy of the current Conquerors(HatHelper(my) version, not barezza’s)
4. Should I make a special unit that can block any railways working within a certain radius, as a counter?
5. What units should be transportable? Just soldiers? Tanks also?
6. I will probably make the transport cages vulnerable to being shot down(maybe even a special unit for that). What will happen to the units inside? Damaged? Killed?
7. Anything else

Please refrain from posting anything unrelated to this particular idea, and try to number your opinions to make it easier for me to read, and keep all your comments to one big reply.
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Jyaid is not online. Jyaid
Joined: 18 Oct 2008
Total Posts: 364
10 Jun 2015 03:50 PM
I think they shouldn't be destroyable or capturable. I do like the idea of a Unit being able to block them, I was thinking more of a building though. Transport cages should be able to be shot down included everything inside of it. I think if you have the building to block railroads I think its great so nobody can build it near your building then send an army right into your base.


I think the transport unit should have protection as well, Units should be able to fire while on it, And atleast 1 turret possibly on the roof of the transport
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zombieassasin711 is not online. zombieassasin711
Joined: 09 Sep 2012
Total Posts: 2
10 Jun 2015 05:14 PM
I hate the railway idea, BUT if you are going to add it, I think it should be altitude based because ground units only lack in that area besides the occasional slope, meaning easier elevation is very important to ground units... also think that ground units don't need a faster way to get across land.
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pocketM55 is not online. pocketM55
Joined: 18 Jan 2011
Total Posts: 67
10 Jun 2015 09:39 PM
You should not be able to make your own railways but instead have them pre set when the map is loaded. They would be captured by them being shot at. When the hp bar or capture bar or whatever gets to nothing it turns to the person who did the finishing blow. This also is done for recapturing it from enemy teams. The preset tracks are picked from the list of preset positions you put in already. Preset tracks will stop players from exploiting the tracks in any way and/or make it easier for you to fix/remove current track placements in the future if they are un-balanced

Carts can carry the soldiers. They cost a fairly cheap amount while heavy carts carry tanks, vehicles etc. They can be bought from the train station or pole... They will move at a slow speed so they can be shot at easier so it is encouraged to guard railway tracks

A demolition soldier maybe to blow up parts of the track or use the current explosive tanks so carts can't go past that point. Can be fixed using friendly repair men, enemy repair men cannot repair un-owned tracks

Part of the change to the donating system. You have to be alive to donate to anyone AND have either an HQ or a Command Center. Donation/Money trucks can be loaded with a selected amount of money and be transported to allied bases or something else that you decide to do. If these money trucks are destroyed by enemies they can be looted and the enemy units can take the loot to their own bases. Money trucks would be slow and weak encouraging you protect the money trucks with escorts. Money carts can be the railway version of this as it will go faster and have higher durability to attacks but can still be stopped by destroyed tracks and be looted from there.

Railways should be about the same distance to everyone's base to make it fair and as close to an equal chance to capture them for everyone as possible.

Consider if you want to. I play other games ,too!
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Alkan is not online. Alkan
Joined: 04 Dec 2008
Total Posts: 907
10 Jun 2015 09:57 PM
The railway poles aren't going to connect from very far away. It will be like walls but a bit more distance in between each pole. I don't want to spam the map with prebuilt poles everywhere.

I want to make this a nice addition, but not so huge that it impedes donation.
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zombiepigmanjohn is not online. zombiepigmanjohn
Joined: 15 Jul 2013
Total Posts: 94
11 Jun 2015 03:51 AM
So how much will it cost?
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dag98 is not online. dag98
Joined: 12 Jan 2008
Total Posts: 11558
11 Jun 2015 10:49 AM
1. They should be dammage and imobile until sold or repaired.
2. by capturing trian station(you must buy to make rails.
3. should cost 50-a-
peice
4. look at 7., but you could make EMP to imobilize everything xepept soldiers and forts and hq for a limited time.5. soldiers and tanks
6. should have a 12,5%chance of beeing damaged by every shot(individual) by soldiers and 25% by tanks(also individual) with individual i mean that enemy unit target 1 soldier or tank inside and has a chance of taking damage
7. should be attackeble by Artillery as a counter to it. also mabye add heavy(or armored) trains that move slower but higher damage. and light train that move faster.

hope i helped :D



woot wot
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H2O12121212 is not online. H2O12121212
Joined: 14 Jun 2009
Total Posts: 112
11 Jun 2015 10:54 AM
make all carts unable to move without an engine and each engine have a pulling or pushing force so if there is too many carts it will not move, also you should be able to build a station that can allow buildings to be built by it but only allow 3 stations overall per player
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swiftblade12345 is not online. swiftblade12345
Joined: 14 Feb 2011
Total Posts: 9
11 Jun 2015 01:13 PM
They should indeed be capturable.
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ReDztonnerRMT is not online. ReDztonnerRMT
Joined: 07 Oct 2012
Total Posts: 68
11 Jun 2015 01:18 PM
I think the railroads should already come with the map.
Is it possible for you to live stream on youtube or twitch? It would be awsome.
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powertool is not online. powertool
Joined: 01 Feb 2008
Total Posts: 3771
11 Jun 2015 01:22 PM
Not destroyable, not limited in area. Let us build complex as hell intricate calculators relying on skytrains.

Meh, make portions of a line capturable like so: You need to have depots at both ends of a line, and you need to destroy/replace/capture/add depots to bracket the section you want to capture. This will cut off that line at the point you insert the depot.

No ideas on cost.

No, don't add a counter unit. When you can build depots that cut existing lines that is your counter.

Soldiers, tanks, lighter vehicles.

Shot down cages, but the troops inside can shoot in self defense. Roll a random value when it's shot down for every unit inside, giving it x chance to be destroyed and x chance to be damaged.

Anything else? Make it look like the TRON Legacy Solar Sailer.
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erykthekiller is not online. erykthekiller
Joined: 03 Jan 2011
Total Posts: 20
11 Jun 2015 02:12 PM
I think there should be a turret cart that will help defend the other carts, it can be a heavy or light turret and maybe a maximum number of them?
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golfercab is not online. golfercab
Joined: 26 Sep 2011
Total Posts: 714
11 Jun 2015 04:22 PM
I love this idea and I love trains.

I think that player owned rail systems seems complex. I think it would be a good idea to experiment to see how it would all work and test the idea before individualizing it to every player.

You could make a new map with a built-in rail system already on the map. Players can capture access points and spawn trains. Just to see how it would work because I realize the amount of scripting that will go into controlling how and where players place and connect rails will be immense (plus there would need to be a good sized section in the tutorial dedicated to it). :)
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ApollosArrows is not online. ApollosArrows
Joined: 01 Apr 2015
Total Posts: 2
11 Jun 2015 05:54 PM
What should happen is there will be places where you can build railroads so like the oil rigs Have places where you can put them and make them they could be pre made And you can capture them but not build rails you will have to build the carts which can be killed like the transport ships the units inside the carts die only if the carts die.
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golfercab is not online. golfercab
Joined: 26 Sep 2011
Total Posts: 714
11 Jun 2015 06:49 PM
@ApollosArrows that is a good idea
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Fabros is not online. Fabros
Joined: 02 Mar 2013
Total Posts: 2924
12 Jun 2015 10:04 AM
Add a 5 pole cap for each player, and allies should be able to share!
Also people should be able to capture.
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Zer0Trix is not online. Zer0Trix
Joined: 09 Jan 2015
Total Posts: 19
13 Jun 2015 04:31 AM
Sounds awesome!People should be able to capture it by killing all the soldiers inside,then putting his soldiers into the cart to capture it.Also, will the carts be colored?Like If Red makes a cart,it would have a Red Line across it.
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Windfarmer is not online. Windfarmer
Joined: 18 May 2013
Total Posts: 2798
13 Jun 2015 11:12 AM
I think railways should be built like walls, except they are allowed on water maps. They can cross water with bridges and can be attacked with boats.


Foruming ATR, S&I, RT, and OT since the dawn of time!
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amol100 is not online. amol100
Joined: 18 Aug 2012
Total Posts: 1
13 Jun 2015 01:23 PM
I do like the rail way idea and i don't think they should have a limit but you shouldn't be able to build them withing a certain amount of someones buildings and also they should be built like you would a buildings but it not count as a building
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markrima is not online. markrima
Joined: 12 Feb 2012
Total Posts: 81
13 Jun 2015 06:40 PM
1: Yes they should be destroy able, why? Name one thing we can buy/train in the game so far that isn't destroy able. It would make no sense to suddenly have an invincible unit.

2: So similar to what was already said earlier, I feel that the rails for the ski lift are always there, however there are no ski lifts. The only way to build ski lifts is to place some form of building on top of a designated area. If this building is purely for ski lifts, an already existing building, or a new building with new units on top of the ski lift is up to alkan. Also the designated area could be a hill or somthing, since ski lifts generally go up and down hills. (In my opinion it should be able to create new units, a bit pointless if it could only make ski lifts.)

3: I feel that it should cost 200 to build, and a ski lift costs 20. The reasons are below
Ski Lift Building for 200: An airport, which is 300, can make a transport plane and transport with a LOT more freedom. Which means the ski lift, which drops you off only where the rail takes you, is substituting freedom with either lower cost, or higher speed. Last I checked, realistically plane is faster then a ski lift, so it has to be cost
Ski Lift for 20: A jeep/Humvee has a LOT more freedom than a ski lift. A jeep is 55, so i substituted freedom with lower cost.

4: No, once again there has never been a case like this with other transport plane ship or Humvee and etc. If anything at all, there can be a unit named "demolition expert" that deals x amount of damage, but if he attacks any form of transportation, the dmage is doubled.

5: Lets admit it, with my plan so far, besides having a lower price, the ski lift is pretty pointless except for early game. So I had planned to throw it another bone; here it is. ANY UNIT is transportable. (obviously except for things that don't make sense, like a plane or a ship, they wouldn't fit in a ski lift duh) But any tank, soldier, car, ANY LAND UNIT will fit inside. I'm also thinking that the ski lift can fit 5 units. That might not sound like a lot, but I never mentioned any type! that's right, you can have 5 tanks squished together on one ski lift. Now before people start crying that its OP, there are a couple of draw backs to this magical ski lift. All to be mentioned in 6/7.

6: Once again, as it normally was. if a transport ship died, the units died, if a plane or jeep/Humvee died, so did the units (I think, believe it or not that's never happened to me)So why make it any different? if a ski lift blows up, there isn't any survivors coming out of that wreck.

7: Now, the extras! Units inside the ski lift should be able to fire outside. It's not exactly hard to aim out of a ski lift and fire.... But anyways! The Ski lift should have different versions. There's the standered ski lift, with fast movement speed but low health, an armored ski lift that has a bit more heath, but that protection slows down the car, and last of all the big ski lift. This has little health, and is slow movement speed, but allows you to fit an extra unit inside the lift! Now the biggest comeback to the ski lift? You can only have one ski lift per rail. And even worse, there has to be a unit inside the lift to get it to move! Meaning that even though you'r transporting 5 soldiers somewhere, 1 of the 5 have to stay on if you want the lift too go back up!
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Spadelife is not online. Spadelife
Joined: 06 Oct 2012
Total Posts: 4
14 Jun 2015 03:40 AM
I think it should cost 400 since it's capturable and make a block so it's take atleast 30 seconds for it to be capture.

Other than that,nothing else.
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TheLoveHitman is not online. TheLoveHitman
Joined: 08 Sep 2011
Total Posts: 27
14 Jun 2015 06:17 AM
1. I don't think they should be destroyable. It would be too difficult to try to macro defending your power plants, railroads, and your base all at the same time. You could argue that you shouldn't expand as much, but that is a very hard thing to do in this game. I also don't think they should be capturable. I do think that any unit standing in the carts path would either block or shoot it down, destroying all things inside. If it is set like this, it would cause the player to defend the railroad, which could open up another side of his base to a different attack. If there was a larger cap size, such as 25 troops, then I think they could be capturable. Since you are re-coding, and there is the newish modeling system, there probably is space to increase cap size. But with only 13 heavy troops and some planes, defending a whole map becomes a very tedious and difficult task.

2. If they were capturable, I think there should be a specific unit to capture them. This way you have to spend some of your army space to create this special unit, which gives the defending team a small home field advantage. I think it would become nearly impossible to defend your railway when the army is of equal size and taking over a large part of your base.

3. Cost would be really tough to work out in my opinion. It depends on how many poles you need per a given space along with what it could carry. I think a price of 50 would do well per pole, but it really does depend on how many blocks are in between each pole.

4. I think this goes with 2, the unit that can capture railroad can also block operations at the current time. It would make since that they aren't sending in a cart load of troops in the middle of a capture anyhow.

5. I think any land unit should probably be transportable, that makes the system worth it. Tanks are very slow units so it would benefit the player to have a nice railroad system to get his units from point a to point b in a much quicker fashion.

6. I would give this a bit of though. If the carts can be shot down, it's almost not worth using the system due to the risk. I'm not sure of the speed but if it can be shot down, it's probably not light speed. In my mind why would I build an expensive railroad system just so someone can capture it, shoot down my carts, and use the system against me. Also it is just another thing to try to guard.

7. I love the idea, I just think if it isn't implemented perfectly no one will use it. I'm glad to see you back on the game! I might start playing again once you update :) I personally don't like were barezza has been bringing the game.

Tl;dr of my response.
1. Maybe capturable, not destroyable, wouldn't be worth building if easily destroyed.
2. Have a specific unit to capture
3. Maybe 50, depending on how many poles per space are needed.
4. The specific unit for #2 should do this as well.
5. Only land units are transferable
6. I don't think carts should be able to be shot down.
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deathsbreach99 is not online. deathsbreach99
Joined: 07 Dec 2011
Total Posts: 8
14 Jun 2015 07:10 PM
Great idea!!!! make it so enemy units can ride it to!!!
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FishyPirate is not online. FishyPirate
Joined: 27 Nov 2010
Total Posts: 14
19 Jun 2015 11:05 AM
1. The idea of railroad tracks is interesting and I feel like to prevent everything from getting messy preset tracks are a good idea, except when I think of railroad tracks I think of tracks between bases, you and your ally. But at the same time there would be tracks between your base and an enemy's base which obviously isn't good. I think that players should have control over where to place their tracks, but to limit the tracks I would say make it even more like the old walls system, have a separate GUI for tracks instead of walls. (I loved the walls, adding them back would be amazing, maybe you could even have them set up in the same section as in tanks and explosive tanks both count as tanks, command centers and forts both count as buildings then walls and railroad poles are together. A decent limit number for this would be 50 including the walls/tracks themselves, not just the poles.

7. I don't have anything else to say about the list of things you put up. But if you could, please make the game filter enabled to prevent exploiters, I seem to stumble across them much more often now, as in every few games.
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golfercab is not online. golfercab
Joined: 26 Sep 2011
Total Posts: 714
19 Jun 2015 12:58 PM
Yeah last time I played there were exploiters on every other server.
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