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 Gentlemen, The Dummy Factory. 
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Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
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Post Re: Gentlemen, The Dummy Factory.
Imagine this, but applied to the EDV's tank.


Wed Feb 10, 2010 7:10 pm
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Joined: Wed Jan 06, 2010 2:17 am
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Location: New Zealand
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Post Re: Gentlemen, The Dummy Factory.
I like your thinking. Dummy War Factory.


Wed Feb 10, 2010 7:20 pm
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Gentlemen, The Dummy Factory.
Mikemfour wrote:
When i use the console my guys randomly die.

Yeah, this happens with a lot of things that Pin or Unpin actors. CC's funky actor collisions.
This is why I will in the future make the terminal spawn with a stationary actor you can select vs. needing another to walk up and activate it.


Thu Feb 11, 2010 3:29 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Location: Moscow, Russia
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Post Re: Gentlemen, The Dummy Factory.
LowestFormOfWit wrote:
Yeah, this happens with a lot of things that Pin or Unpin actors. CC's funky actor collisions.


OMG, and I used dummy brain to operate the factory :roll:


Thu Feb 11, 2010 12:41 pm
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Joined: Mon Jan 18, 2010 7:03 pm
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Post Re: Gentlemen, The Dummy Factory.
Not really sure, is there a way to destroy it with any common means? The pic below shows the damage to walls after ZD shot, and even more, you cannot destroy any mechanics inside it. So, basically, I can build a factory on one side of map, controller on the other(and inside indestructobloxx) and none will ever stop it?(until I have gold ofc) I dont say it's bad for skirmish, but if it is used in a mission it might be unstoppable.
About pic.
Shot 1 was from top, direct hit on explosion range.
Shot 2 was on the right, sharpaim range.
Shot 3 was from afar, dunno the exact range.
Image


Thu Feb 11, 2010 2:14 pm
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Joined: Mon Jun 29, 2009 2:40 am
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Location: Deep below The Map of Mars
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Post Re: Gentlemen, The Dummy Factory.
deskup wrote:
controller on the other(and inside indestructobloxx)
Found the problem.
The dummies have never been too strong, this just gives them a big advantage in numbers.


Thu Feb 11, 2010 6:01 pm
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Joined: Wed Apr 11, 2007 5:34 pm
Posts: 22
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Post Re: Gentlemen, The Dummy Factory.
LowestFormOfWit wrote:
Mikemfour wrote:
When i use the console my guys randomly die.

Yeah, this happens with a lot of things that Pin or Unpin actors. CC's funky actor collisions.
This is why I will in the future make the terminal spawn with a stationary actor you can select vs. needing another to walk up and activate it.


The controls requiring an actor was a cool feature for me. It means that anyone can capture them :D (I think at least).


Thu Feb 11, 2010 8:20 pm
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Joined: Wed Jul 30, 2008 10:27 pm
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Post Re: Gentlemen, The Dummy Factory.
I want a Gentlemen factory.


Thu Feb 11, 2010 8:48 pm
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Joined: Wed Dec 23, 2009 10:01 pm
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Post Re: Gentlemen, The Dummy Factory.
FKIN AWSOME!!!! can u make a coalition one or something plz :shock:


Thu Feb 11, 2010 8:51 pm
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Gentlemen, The Dummy Factory.
lol

With top hats, coattails, and british accents.


Thu Feb 11, 2010 9:02 pm
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Gentlemen, The Dummy Factory.
deskup wrote:
Not really sure, is there a way to destroy it with any common means? The pic below shows the damage to walls after ZD shot, and even more, you cannot destroy any mechanics inside it. So, basically, I can build a factory on one side of map, controller on the other(and inside indestructobloxx) and none will ever stop it?(until I have gold ofc) I dont say it's bad for skirmish, but if it is used in a mission it might be unstoppable.
About pic.
Shot 1 was from top, direct hit on explosion range.
Shot 2 was on the right, sharpaim range.
Shot 3 was from afar, dunno the exact range.


I don't find the fact that the factory parts can't be destroyed being a problem. They only churn out as many dummies as you have gold for, and if you're cheating to add funds, talking about the imbalance of an indestructible factory is rather stupid.

As for the comment about it being unstoppable in a mission, I have yet to play a mission (as in Campaign level) where you can actively build a Dummy Factory into without a mod of some kind.

While I can understand your points, I took these into account and made it pretty balanced.


Fri Feb 12, 2010 5:53 am
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Post Re: Gentlemen, The Dummy Factory.
JangkrikBusterII wrote:
Browncoats : ?


Browncoats : A universal gathering band of badasses. Their badassness draws them together


Fri Feb 12, 2010 1:32 pm
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Post Re: Gentlemen, The Dummy Factory.
They remind me of bears...


Fri Feb 12, 2010 1:50 pm
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Joined: Tue Feb 02, 2010 11:36 pm
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Post Re: Gentlemen, The Dummy Factory.
Hm... I have a simple recommendation.

I was thinking that it might be fairer to have the produced dummies cost slightly less than the purchase cost of a blaster armed dummy. Considering the fact that you have to pay for the structure and console, it would be a nice incentive. It would make it more efficient in the long run than just dropping a dropship full of dummies.

Just a thought. Might not be the best idea. At any rate, keep up the good work, LFoW.


Fri Feb 12, 2010 8:55 pm
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Joined: Wed Dec 13, 2006 12:10 am
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Post Re: Gentlemen, The Dummy Factory.
The Egotist wrote:
Hm... I have a simple recommendation.

I was thinking that it might be fairer to have the produced dummies cost slightly less than the purchase cost of a blaster armed dummy. Considering the fact that you have to pay for the structure and console, it would be a nice incentive. It would make it more efficient in the long run than just dropping a dropship full of dummies.

Just a thought. Might not be the best idea. At any rate, keep up the good work, LFoW.

...That sounds like a good and logical idea. Think about it, all you really would be paying for is parts, unless the factory works like ammo and they just pull them out of thin air :P then the price would be for factory maintenance only.


Fri Feb 12, 2010 9:51 pm
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