Quantum Gate Teleportation Mod 2

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Quantum Gate Teleportation Mod 2

Postby FunkOff » 09 Oct 2011, 20:30

This is the second iteration of FAF strategic teleporters. To install, download and put the .zip in My Documents\Gas Powered Games\Forged Alliace\Mods. No unpacking/unzipping required.

How the operate the teleportation function of the Gates:
1. Build a gate.
2. Put units in range. (Range is indicated by purple circle)
3. Set rally point for Gate.
4. Press "Teleport" button to turn on.
5. Set new rally point for units after teleport.
6. Press "Teleport" button again to turn off.

Details/Explainations
Step 1: Buildcost/Time for the Gates was left alone... if needed this can be tuned later.
Step 2: Closest units will be teleported first. Units must be inside the teleporter before they can be teleported, but will automatically move there. The reason this mechanic was used rather than an assist-type mechanic is because factories cannot be given assist orders to pass on to the units they build. With the range mechanic, you can set a factory waypoint to near the teleporter... leave the teleporter running... and all units built from the factory will automatically go through the teleporter. Only mobile land units can be teleported, and this excludes experimentals.
Step 3: Setting a rally point near another gate will reduce the time for teleportation by half and the total cost by three quarters. However, EAch gate can only receive units from one other gate. If you try to use multiple gates to send to a single gate, one sender will link directly to the recieving gate and the others will all use tethers.
Step 4: Units must be in range for teleportation to start or continue. However, as long as there are units in range, teleportation will continue indefinitely. Further, using multiple quantum gates simultaneously will increase the rate at which you can teleport units to the front line.
Step 5: Setting a rally point after teleport begins will cause units to move to that rally point after teleporting, as though the tether were its own factory. (However, additional orders cannot be qued in this way.)
Step 6: Teleportation can now be cancelled at any time. Further, destruction of either the sending or receiving gate (or tether) will destroy the other, but not units that are teleporting.


For future versions, I will consider adding a mandatory charge-up time to the teleportation sequence, around 30 seconds or so in addition to the time required for each unit, if it proves to be necessary for balance.
Attachments
StrategicTeleporters faf 2.zip
(96.86 KiB) Downloaded 327 times
FunkOff
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Re: Quantum Gate Teleportation Mod 2

Postby noobymcnoobcake » 15 Oct 2011, 21:23

I dont agree with the being able to teleport units without another gate being there. Can you make the teleport beacon visible to everyone for like 1 min an have 10 hp?. or nor able to teleport at all without another gate? i also like the idea of not being able to teleport experementals.
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