crazy suggestions (tubebomb, female human, acid residue ...)

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CrackD0wn
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#16 Post by CrackD0wn » Fri Feb 19, 2010 12:09 pm

oops

my bad
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God, maker of the world
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#17 Post by God, maker of the world » Sun Mar 14, 2010 6:34 am

Another crazy idea:

Negative explosions (pull force). I toyed with the explosion effect in Truevision3D, which kicks every physical object away from the center - and you can even set negative explosion power which will suck objects to the center. Applying this effect in every run of the main loop (but weak) would be like spherical gravity, just like in reality on Earth.

- You could have maps with planets like in the game Prey. (I know - hitbox problem. But the experience is worth a try methinks.)

- Humans could set trap combined with mines that sucks aliens in.

- Big aliens could have power that sucks humans closer for more convenient devouring. Or it could be a new building that reminds of the trapper, only it sucks humans closer so that they can see the acid tubes better.

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#18 Post by Rotacak » Sun Mar 14, 2010 2:40 pm

This was one weapon in Twisted Metal 3 game. Rather that weapon it should be special place in map - for map makers.

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pmd
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#19 Post by pmd » Mon May 24, 2010 7:16 pm

kamikadze dretch is good idea - humans have grenades and mines, and suicidal human tactic on atcs was good for killing aliens defenses. main part of trem base defense is players. suicidal dretch with gass damage be better than bush.
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ani
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#20 Post by ani » Mon May 24, 2010 8:32 pm

i think mines should have no effect on the kills left for the next stage.
i mean for example if you are stage 2 with 3 kills left for the stage 3, if someone die on a mine you still need 3 kills for s3.

Because once humans reached stage 2 versus aliens stage 2, they just spamm mines and get s3 very easely, and with taking nearly no risk

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#21 Post by sindarus » Mon May 24, 2010 9:27 pm

i think dretch should'nt could destroy human construction: it's a part of tremulous gameplay! it's useful for the matches quality!

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#22 Post by Rotacak » Tue May 25, 2010 4:23 am

ani: true.

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#23 Post by Quarko » Tue May 25, 2010 6:35 am

Hmm.... Moreover, I think that to make it balanced it would be nice that mines would not give money at all.

Also I have another idea:
Deployable human force-field. Looks like a grenade, creates a small forcefield that can be destroyed (size 1meter*2meters). Projectiles do not come through it (both human and alien). Price: 200-300 credits. Is NOT repairable.
Can be used in various tactical situations such as:
1) Blocking passage (for example tunnel in atcs map) - to make building secondary base more safe against tyrants.
2) Blocking specific angle of view to the base, to make advanced dragoons need to kill it first, or snipe from some worse angle (can save the base for some time against rushing aliens).
3) Etc.
Should have the texture of the glass with blue light inside (if possible).
What do you think about it?

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#24 Post by Quarko » Tue May 25, 2010 6:38 am

Another idea is just balancing of aliens.
Currently barricades are absolutely useless. Trees have tonns more HP, and even if trees are not an option - rocks have also much more HP than barricades.
That means that barricades should have some extra features.
What about we make barricade much faster to build (like bricks) - but still eat the same amount of buildpoints (or even more). Should be useful to secure some point of map fast and easy.

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#25 Post by pmd » Wed May 26, 2010 8:18 am

i think dretch should'nt could destroy human construction
explosive dretch will work like bush - damage only humans, not buildings
What about we make barricade much faster to build (like bricks) - but still eat the same amount of buildpoints (or even more). Should be useful to secure some point of map fast and easy.
good idea

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#26 Post by Rotacak » Wed May 26, 2010 1:32 pm

"Deployable human force-field"
Like grenade? You will throw this and instead of boom - "wall" appear?

Barricades are bigger than rock, so you need only few for better blocking. But with rock-wall you will spent much more time. I think lowering buildtime to bricktime is too much.

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#27 Post by Quarko » Wed May 26, 2010 4:17 pm

Rotacak wrote:"Deployable human force-field"
Like grenade? You will throw this and instead of boom - "wall" appear?
Exactly. It should disappear by itself after ... say 30 seconds, or after it took 1000 damage.

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#28 Post by Rotacak » Wed May 26, 2010 10:05 pm

That can be problem, because grenade is small and block wall is big and there can be not enough space for wall. And it need to be square.

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ani
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#29 Post by ani » Fri May 28, 2010 9:39 pm

make it instantally disapear if it touchs a wall

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#30 Post by Wavesynck » Sat Jul 10, 2010 7:44 pm

Kamikaze dretches are a neat idea. :)
Though they'd better be not explosive, but acid-emitting on death.
I think of something like a SC2 Baneling.
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