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@Skasi
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@Skasi
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I don't think the UI would be too bad - I'd just use the existing Puppy/Retreat functionality.
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I don't think the UI would be too bad - I'd just use the existing Puppy/Retreat functionality.
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Let's assume it's *not* a con (my preferred approach, but it makes the UI easier since cons create conflicts between resurrect/harvest)
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Let's assume it's *not* a con (my preferred approach, but it makes the UI easier since cons create conflicts between resurrect/harvest)
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1) Use the Puppy Goo logic for harvesting. That is, unit just stands next to wreck and auto-claims. Disablable with the On/Off button.
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1) Use the Puppy Goo logic for harvesting. That is, unit just stands next to wreck and auto-claims. Disablable with the On/Off button.
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2) When the unit has harvest-reclaimed to max, the unit automatically heads to teh nearest *retreat* point. Retreat works well here because tehre are usually lots of nanos near a *retreat* point.
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2) When the unit has harvest-reclaimed to max, the unit automatically heads to teh nearest *retreat* point. Retreat works well here because tehre are usually lots of nanos near a *retreat* point.
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3) Arriving at the retreat zone, the unit spits out a feature that contains all the metal from the unit's puppy-goo bay. Spitting out the feature can be manually initiated with the D-gun command. Unit automatically avoids doing harvest/reclaim within a retreat zone.
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3) Arriving at the retreat zone, the unit spits out a feature that contains all the metal from the unit's puppy-goo bay. Spitting out the feature can be manually initiated with the D-gun command. Unit automatically avoids doing harvest/reclaim within a retreat zone.
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4) If possible, give the unit support for the "reclaim" order even though the unit lacks a nano. The puppy probably needs that too.
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4) If possible, give the unit support for the "reclaim" order even though the unit lacks a nano. The puppy probably needs that too.
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5) The metal-lump feature also appears on death.
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5) The metal-lump feature also appears on death.
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Either
way,
the
point
is
that
the
Puppy
provides
precedent
for
a
non-reclaiming
wreck-eater
and
as
much
of
the
Puppy
logic
as
possible
could
be
reused
here.
The
only
difference
needed
from
the
Puppy
is
the
behavior
when
the
internal
bay
is
full
-
retreat-and-spit
instead
of
spawning
a
new
Puppy,
and
avoiding
doing
the
harvesting
within
a
retreat-zone.
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Either
way,
the
point
is
that
the
Puppy
provides
precedent
for
a
non-reclaiming
wreck-eater
and
as
much
of
the
Puppy
logic
as
possible
could
be
reused
here.
The
only
difference
needed
from
the
Puppy
for
harvesting
is
the
behavior
when
the
internal
bay
is
full
-
retreat-and-spit
instead
of
spawning
a
new
Puppy,
and
avoiding
doing
the
harvesting
within
a
retreat-zone.
The
only
new
"power"
it
has
is
the
wreck-spit.
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There, no new UI, and the unit behaves intuitively and automatically (as long as you set retreat zones).
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There, no new UI, and the unit behaves intuitively and automatically (as long as you set retreat zones).
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Put it on the Duck the or the Koda or something. Some raider in a lab with a very slow con.
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Put it on the Duck the or the Koda or something. Some raider in a lab with a very slow con.
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