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Quarko |
Posted: Fri Nov 04, 2011 3:58 pm Post subject: Request: speed of turrets |
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 Server supporter

Joined: 22 May 2009 Posts: 1227 Location: Kaunas, Lithuania
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Basically robot buildings are clones of human buildings with nothing specific. I think that each race should have specific traits to their buildings. Aliens have low-range weak tubes, humans have slowly rotating exploding turrets. And as for robots, I think they need some trait to defences too.
Here are several separate ideas:
1) All robot turrets are rotating 2 times slower than human counterpart, shooting 2 times slower too but hitting for 2 times more damage and 2 times longer range. Basically it will make them into something like sniper towers.
2) Move turrets to S3, make them 2 times bigger (if possible), make them longer to build, more expensive and have more life. Turret rotates 2 times slower, fires 4 times slower (real sniper tower), damage is increased 4 times, range 2 times.
Also to compensate - move teslas to S1, leave their damage as it is, range too, but remove knockback effect (so dretches could bite it).
What do you think? |
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Redman |
Posted: Fri Nov 04, 2011 4:07 pm Post subject: |
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 Marauder

Joined: 03 Apr 2009 Posts: 403 Location: Walbrzych, Poland
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Your robot turret modification idea is quite good but there's one problem:
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Damage caused from human turrets and teslas to robots is tripled |
I don't think that robots like teslas
Anyway the server needs completely new stuff (cloning existing stuff is just boring). _________________ Also known as the invisible man. |
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pmd |
Posted: Fri Nov 04, 2011 4:20 pm Post subject: |
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 Server supporter

Joined: 16 May 2010 Posts: 268 Location: Novorossiysk city, Russian Federation
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gamma-ray/radioactive/sonic field generator. damaging only organic live forms.
ranage: tube < sonic turret <machinegun> machinegun turret
upd:did anybody edited my message? _________________ [quote="Quarko"] If you have time to think about crap - you are not working hard enough.[/quote]
Last edited by pmd on Fri Nov 04, 2011 4:42 pm; edited 3 times in total |
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Rotacak |
Posted: Fri Nov 04, 2011 4:27 pm Post subject: |
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 Tyrant

Joined: 17 Sep 2007 Posts: 1388 Location: Czech Republic
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Quarko: with new buildables is one serious problem: I am not able to create them. I am not 3D artist... So I can make only code changes.
That turrets with long range can be done, but don't know how it will change balance. _________________ Rotaxmame games | Hry zdarma |
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ViruS |
Posted: Sat Nov 05, 2011 7:13 am Post subject: |
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Dretch

Joined: 23 Sep 2011 Posts: 26 Location: perth, australia
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My Lolards mod (this version never released) originally had this sort of thing, it was still balanced but it was extremely unreliable. In return, i made the dcc power up its speed back to default (without dcc - . After that, it was only useful if you built it for moderate range.
Also, a range of 600 isn't much. My current turret range is 500 and is not even considered 'sniping'. A human (from trem, not realism) can run that distance just under two seconds. _________________ ULTRA Random ViruS |
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Nod_Nod_Nod |
Posted: Sat Nov 05, 2011 11:49 am Post subject: |
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 Tyrant

Joined: 14 Mar 2010 Posts: 1079 Location: Poland
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Rota - currently balance is not good too so its good to make changes now and see what will be perfect. I think that robots need to have their own treats like Quarko said. It would be nice if there were some other buildable types in robots with new layouts, but we need help of some ppl here to do so (some 3d artist step forward!) _________________ The nodding of the head once to symbolize a greeting, cuz we white folk to damn lazy to open our mouths and speak up. Nods are also easier to shake off than a flase "hello".
"Person nods at you", or your direction, "you nod back" |
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Redman |
Posted: Sat Nov 05, 2011 11:56 am Post subject: |
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 Marauder

Joined: 03 Apr 2009 Posts: 403 Location: Walbrzych, Poland
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I created some models for Tremulous (alien mine, pistol, ak47, tesla coil, teleport pad, etc.) so maybe I could help with this mod too. _________________ Also known as the invisible man. |
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Rotacak |
Posted: Sat Nov 05, 2011 6:29 pm Post subject: |
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 Tyrant

Joined: 17 Sep 2007 Posts: 1388 Location: Czech Republic
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Nod_Nod_Nod: don't judge balance too soon. I decreased value of damage player-to-buildings from 3 to 2, that looks better. But we can judge from bigger games, we played 4vs4vs4 and it looks balanced and fun.
Third team it is not special by different buildings or weapons (yet). Purpose of this mod is just any third team. Even when is exactly same like humans, it is big change to gameplay.
Redman: good. But priority is now to fix that credits rewards, layouts, HUD and another bugs. _________________ Rotaxmame games | Hry zdarma |
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robarm |
Posted: Sun Nov 27, 2011 1:47 pm Post subject: |
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Spectacor

Joined: 15 Aug 2010 Posts: 9
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5+5=2... no wait i mean uh... 8? maybe 7... oh well, no more GTK radiant. time to be a hotel manager.... (that made no sense whatsoever) |
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