Factorio

Factorio

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dr46onfusion Oct 25, 2016 @ 11:06am
Command and Conquer Mod (Or alternative idea: Dune 2000 mod?)
Because if you look at this from a overall point of view, the player characters shoot in place, or shoot while moving slowly, doing weak damage over time.

You can throw grenades, but it seems to fly really fast, but some modding could tweak that.

You can even shoot bazooka, and these will interact with anything in it's path like a wall.

We gather resources in a industrial sort of way and use it to produce items to use, but C&C's style is to keep it simple, meaning you convert resources into money, then produce items from facilities.

It's probably not very hard to override the map generation so it only generates 1 type of resource: "Tiberium", etc.

It's probably not very hard to convert a smelter into a 'refinery' of source that creates a monetary item, rather than metals.

And it's probably not hard to turn assembly machines into different types of facilities that will produce weapons, armors, vehicles, and other structures, when fed with this 'money'.

Since the game can support a high number of players, it might be interesting if the riflemen, grenadier, and rocketeer classes are emphasized by the loadout you use (the main weapon), with all classes using a exclusive weapon, but is able to use a pistol for self defence.

As a PVP game, you can have a classic GDI vs NOD even!

Of course you will have to turn alien biters and spitters off... Or convert them into dangerous wildlife that threatens both teams.

There already exists a mod that lets you build and control robots, so technically you could have a RTS game built into this as a industrial top down shooter.

As for harvesting the 'Tiberium' it might be necessary to create new vehicles for this, a harvester by templating the tank, changing it's looks, and adjusting it's abilities so it can harvest the 'ores' similarly to how a structure may mine them.

I don't see a use with belts though in this mode, so I don't know what you'd convert them into.
Last edited by dr46onfusion; Oct 25, 2016 @ 11:16am
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Showing 1-9 of 9 comments
Lawlzer Oct 25, 2016 @ 11:10am 
This seems like the best mod, ever, lol. Please make this a mod, SOMEONE
dr46onfusion Oct 25, 2016 @ 11:14am 
It's possible for harvesters to be actually 'robots' that are modded to be automated ground vehicles that goes to ore deposits and 'gathers' them slowly then return.
dr46onfusion Oct 25, 2016 @ 11:16am 
Alternative idea:

https://www.youtube.com/watch?v=YPO4fgguKHM

Dune 2000 mod?

What's interesting with Dune 2000 is that structures must be built on paved area or it suffers max HP loss.

And there exists hostile lifeforms in Dune 2000 which are sandworms and such.
Last edited by dr46onfusion; Oct 25, 2016 @ 11:17am
Burnz Oct 25, 2016 @ 11:37am 
A fracking hell, this is a mod I would play for sure. There is allready a mod that lets you sell and buy, it's called Black Market, and it's in the mod portal. Though, how would you code in the commands for units? If there's even support for that in Factorio? C&C and Dune 2 is by far on my top 10 list of games, old and new. Factorio is also on this list, so someone please, make it happen. :mindblown:

Edit; and yeah, you can change the base ores to be something else or remove it. ArchAngel made a few mods where you mine raw ore you can melt or refine further, pretty awesome.
Last edited by Burnz; Oct 25, 2016 @ 11:50am
dr46onfusion Oct 25, 2016 @ 12:57pm 
Well controlling units is very possible but you have to remap how the cursor works with it.

For instance there's a 'selection' function when you click on a unit you own, and once a unit is selected, available commands becomes available, like to order a unit to move, to attack, or to patrol, etc.

Basically when you select a unit, it would need to be highlighted. The only way for this to work is to render a 'box' outline around the unit in green. When the unit is de-selected by clicking outside of the area, it should remove said box.

When the box appears:

RMB options to command move, attack, should be possible, as a additional code that checks your cursor to know where to move, if a enemy is there, whether to attack.

Additional commands built into the keyboard to attack.

For instance to override your generic top down controls, maybe create a special structures for players to go into commander mode, or a button to switch your keyboard layout into a different one for RTS mode.

RTS Mode = Cursor is freeform, camera is unlocked from your character, disabling the mode back into TPS (third person shooter) mode will lock the camera back onto your character.

In RTS mode, the LMB has it's functionality changed, as does the RMB. The Keyboard may be remapped, and the UI will be changed to make it easier to give command (A special UI can pop up to give the user feedback and information, like the selected units, the health/energy of the units, and what available orders can be given, with what kind of special hotkey in the RTS mode.
Last edited by dr46onfusion; Oct 25, 2016 @ 12:59pm
dr46onfusion Oct 25, 2016 @ 1:00pm 
The main idea for this mod isn't making it a full RTS, you could retain the top down shooter but increase player cap to 32v32, so players become the units that has to micromanage the base. This might be ideal since players can switch classes, and the easiest way is a facility you can build that lets players change classes on the fly, which uses scripts to swap out items to equip.

Dying erases everything so it's fine if a rifleman with lots of ammo dies, since you can code it to lock the weapons and items so he can't drop or trade it so someone ends up with items they shouldn't have (A grenadier having access to a machine gun for instance).

Another important thing is to tweak each weapon type so they can be easier to use, but has different effectiveness based on the target used for.

For instance Machine Guns does the best damage vs infantries, worse damage vs vehicles and structures. Grenadiers does modest damage vs infantries, low damage to vehicles, and modest damage to structures, but their grenade lobbing has a slower hang time before it explodes on impact (like how grenadiers work in the original game, the grenades floats for 0.5 seconds then explodes). Rocketeer does weakest damage to infantries, but strongest to vehicles and structures, but unable to move while firing. (this isn't about realism but to make it similar to the classic gameplay).

A engineer class is possible, maybe unarmed so he doesn't have a weapon, but gets a pickaxe and a infinite repair kit, and the ability to capture facilities.

A 'Spy' class is also possible, with the only weapon being a pistol, and a perk which makes him immune to auto-aim in PVP mode, so manual aim is necessary. A Spy always has a disguise on unless someone manually cursors over him.

Also I used the wrong video for the C&C game, apparently that one is Tiberium sun, which is the 3rd game of the whole series (original, red alert, etc.)

https://www.youtube.com/watch?v=e-ZEwAZ0tl0

The real name is Tiberium Dawn the original C&C game.

https://www.youtube.com/watch?v=9IySbK76ECE

Red Alert has a different set of units that's more in line to real life units, like each side has the same kind of units, but maybe different 'special' or 'end game' units.

https://www.youtube.com/watch?v=6wYxAv6ufV4
Last edited by dr46onfusion; Oct 25, 2016 @ 1:21pm
dr46onfusion Oct 25, 2016 @ 1:23pm 
The most interesting idea is that power can be utilized to the best aspect of how base management works.

Buildings consumes power, but in a more simpler function.
dr46onfusion Oct 27, 2016 @ 8:14am 
https://www.youtube.com/watch?v=GqLG2qXXo7o

All command and conquer games... For reference at least.
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Date Posted: Oct 25, 2016 @ 11:06am
Posts: 9