Tremulous Forum

General => Feedback => Topic started by: Odin on October 22, 2006, 08:16:08 am

Title: Trapper Suggestion
Post by: Odin on October 22, 2006, 08:16:08 am
Maybe disallow the trapper to be built when it is facing straight upwards? It doesn't do anything when it's built that way, so it's pretty pointless to have it available.
Title: Trapper Suggestion
Post by: Undeference on October 22, 2006, 09:14:36 am
The usefulness of a tripper is that is pisses off jetpackers and can shoot through some surfaces (e.g., put a tripper under some stairs and see people get stuck to them).

For some reason, come stage 2, all the newbie builders who can't figure out wall walking make trippers all over the place (I've even seen a few people decon all of the acid tubes to make trappers).

What it comes down to is gun control: there are some people lacking common sense who will do really stupid things. Should we limit the rights of everyone else to protect these individuals?
Title: Trapper Suggestion
Post by: Lava Croft on October 22, 2006, 12:24:47 pm
Quote from: "Undeference"
What it comes down to is gun control: there are some people lacking common sense who will do really stupid things. Should we limit the rights of everyone else to protect these individuals?

Yes! Isn't that what just about anyone with 'good' suggestions on this forum is aiming at? Nerfing Tremulous for the sake of the retarded majority?
Title: Trapper Suggestion
Post by: Taiyo.uk on October 22, 2006, 12:50:44 pm
We need a wicked AI that analyses the placement of each buildable. Unless it's in the optimal position then the item remains red and unplacable. If you try to place it an error window opens with the following message: "You have selected a suboptimal location for this buildable. Keep looking..."

I vote for leaving it unchanged, n00bs will learn (eventually, sigh...) and those who don't will get vote-kicked on most servers.
Title: Trapper Suggestion
Post by: benplaut on October 22, 2006, 01:39:00 pm
Quote from: "Taiyo.uk"
We need a wicked AI that analyses the placement of each buildable. Unless it's in the optimal position then the item remains red and unplacable. If you try to place it an error window opens with the following message: "You have selected a suboptimal location for this buildable. Keep looking..."

I vote for leaving it unchanged, n00bs will learn (eventually, sigh...) and those who don't will get vote-kicked on most servers.


no... it should still be allowed, but not recommended.  Yellow?

Still, i like how things are now.
Title: Trapper Suggestion
Post by: Stof on October 22, 2006, 02:21:10 pm
Let's add a translucent cone showing the area of effect of a trapper during the blueprint placement phase.
Title: Trapper Suggestion
Post by: Survivor on October 22, 2006, 06:16:04 pm
Quote from: "Stof"
Let's add a translucent cone showing the area of effect of a trapper during the blueprint placement phase.


Only suggestion that's worthwile concerning the trapper.
Title: Trapper Suggestion
Post by: Rippy on October 22, 2006, 10:23:08 pm
Quote from: "Stof"
Let's add a translucent cone showing the area of effect of a trapper during the blueprint placement phase.

Pure genius.


I have an improvement on Taiyo's idea. When you place a building in an unintelligent spot, an error box pops up saying "sry u r n00b kthxbai". Then the game exits, and then automatically quick formats the hard drive.

:D
Title: Trapper Suggestion
Post by: kozak6 on October 22, 2006, 10:54:43 pm
Quote from: "Stof"
Let's add a translucent cone showing the area of effect of a trapper during the blueprint placement phase.


Oh.  My.  God.

I think that is the single best suggestion that has ever been made on this forum.

It could be done for the rest of the defensive structures too.

Wow, that would be so awesome.

 :D  :D  :D
Title: Trapper Suggestion
Post by: Seffylight on October 22, 2006, 10:59:37 pm
Quote from: "Rippy"
I have an improvement on Taiyo's idea. When you place a building in an unintelligent spot, an error box pops up saying "sry u r n00b kthxbai". Then the game exits, and then automatically quick formats the hard drive.

:D


We have a winner!

I think area of effect would be nice to have for all buildables.
Title: Trapper Suggestion
Post by: Basilisco on October 23, 2006, 01:45:44 am
benplaut's suggestion seems the best for the trapper problem.

Stof's could be used for defensive structures (tubes, turrets, teslas)

Rippy's should be made into an admin command :]
Title: Trapper Suggestion
Post by: Rippy on October 23, 2006, 01:47:27 am
How would you display it for the other defensive structures, though, since they can attack all angles (or most in the case of the turret)? The sphere can't be solid because it'd ruin your view as you place it, and it can't just indicate the max range in a sphere because that also blocks out your view. Maybe a sphere of dotted lines, one line on each axis?
Title: Trapper Suggestion
Post by: next_ghost on October 23, 2006, 12:15:07 pm
Quote from: "Rippy"
How would you display it for the other defensive structures, though, since they can attack all angles (or most in the case of the turret)? The sphere can't be solid because it'd ruin your view as you place it, and it can't just indicate the max range in a sphere because that also blocks out your view. Maybe a sphere of dotted lines, one line on each axis?


Making it a bit more translucent than the structure blueprint should be enough.
Title: Trapper Suggestion
Post by: Taiyo.uk on October 23, 2006, 01:35:09 pm
Quote from: "Basilisco"
Rippy's should be made into an admin command :]

Now that's what I call a banhammer!  :D  :D  :D
Title: Trapper Suggestion
Post by: techhead on October 23, 2006, 01:58:43 pm
The idea of a sphere, or in the trapper's case, a cone, is a good idea.
Would turret spheres be obstructed by walls or existing structures?
And would acid tube spheres be truly circular?
Other than some technical questions, its a brilliant idea.
Title: Trapper Suggestion
Post by: Rawr on October 25, 2006, 07:37:26 am
trappers are fair how they are. for something that will stop a bsuit in its tracks. god have mercy.
Title: Trapper Suggestion
Post by: Stof on October 25, 2006, 09:21:49 am
Quote from: "bazuka_poo"
trappers are fair how they are. for something that will stop a bsuit in its tracks. god have mercy.

Mmmm, did you even bother to read the thread?
Title: Trapper Suggestion
Post by: raanan on October 25, 2006, 08:20:57 pm
The trapper could really use the cone. To add a bit more detail, the cone should adjust to the direction the trapper is pointing. That sounds a little duh but let me explain what I mean.

The trapper doesn't shoot up worth a crap. The cone would shrink to show that.

Placed on a wall, the trapper lobs the projectile giving the projectile a degrading curve. The cone would adjust to show that.

Placed on a perfectly horizontal roof, the trapper has a nice range around which it can trap stuff. The cone would adjust to show that.

This imo would make the cone absolutely splendificous.
Title: Trapper Suggestion
Post by: Rawr on October 26, 2006, 10:09:11 pm
Quote from: "Stof"
Quote from: "bazuka_poo"
trappers are fair how they are. for something that will stop a bsuit in its tracks. god have mercy.

Mmmm, did you even bother to read the thread?


yes i did as a matter of fact.
they should be allowed to be build on the floor. you cant beat a tripper.
Title: Trapper Suggestion
Post by: techhead on October 27, 2006, 08:58:42 pm
If you walk around it, its easy to beat.
If its on the ceiling, then you can't walk around it so easily.
Besides, remember what happens if someone uses a grenade on it?

On a side note, what use is a barricade in S2, besides blocking line-of-sight?
Title: Trapper Suggestion
Post by: Odin on October 28, 2006, 12:24:27 am
Well, I guess in a more useful sense, it could extend itself when built all the way until a wall, so that it's actually a barricade, and not just a tall mass of tentacles.
Title: Trapper Suggestion
Post by: techhead on October 28, 2006, 05:28:05 pm
That and the fact that it is more sentient than an acid tube.
If it bent over to block humans, then it would make sense.
But a vertical block that just stands there?
Sentient?
Come on.
Title: Trapper Suggestion
Post by: Dersaidin on October 30, 2006, 06:08:40 am
The overmind is doing the thinking, not the barricade. Perhaps when a barricade is built the OM's sentinence is used to consider why the barricade would need as much sentinence as it does?
Title: Trapper Suggestion
Post by: Quaoar on October 30, 2006, 07:07:24 am
Trappers already almost singlehandedly stop human advances in their tracks with proper placement. Losing sentience and sanity is just a punishment for poor trapper placement, when the placement should have been obvious and would have been wonderful.

Worst place to encounter a trapper as a human: Window Room, Niveus. ARGH.
Title: Trapper Suggestion
Post by: Neo on October 30, 2006, 01:09:18 pm
I agree on making barricades worth the price by making them more useful.

The other option for the trappers is that if you put a trapper on the floor the overmind sprouts a tentacle from the nearest alien structure and beats you with it before deconning the trapper :D
Title: Trapper Suggestion
Post by: stalefries on November 03, 2006, 05:23:23 am
This is really, off topic, but I just remembered this. I wish I could adjust the 'range' of the builder class. Like, as a granger, scroll up or down to move the hypothetical structure closer or farther away. This would make it so much easier to place structures.
Title: Trapper Suggestion
Post by: techhead on November 03, 2006, 11:58:53 pm
Briliant
Why didn't anyone ever come up with this before?
I would love to not have to walk around just to find the perfect angle to fit the structure in the hole.
Title: Trapper Suggestion
Post by: Quaoar on November 06, 2006, 06:59:39 pm
Quote from: "techhead"
Briliant
Why didn't anyone ever come up with this before?
I would love to not have to walk around just to find the perfect angle to fit the structure in the hole.


Well, you don't want to have projectile building, especially if a granger can shove a structure so far into a hole that no one could possibly get at it.

So, set properly, it could be good. But I'd take offense if CKits could throw turrets.
Title: Trapper Suggestion
Post by: Vector_Matt on November 07, 2006, 07:24:42 pm
Quote from: "Quaoar"
So, set properly, it could be good.
It could be limited to about a yard/meter of total movement
Title: Trapper Suggestion
Post by: Captain Ventris on November 08, 2006, 02:30:27 am
Quote from: "Vector_Matt"
Quote from: "Quaoar"
So, set properly, it could be good.
It could be limited to about a yard/meter of total movement


Well, that REALLY defeats the purpose.
Title: Trapper Suggestion
Post by: Vector_Matt on November 09, 2006, 12:39:06 am
Quote from: "Captain Ventris"
Quote from: "Vector_Matt"
Quote from: "Quaoar"
So, set properly, it could be good.
It could be limited to about a yard/meter of total movement


Well, that REALLY defeats the purpose.
I meant scroll wheel movement could be limited, e.g. max forward distance via scroll wheel = 0.5 yards/meters, max backward distance via scroll wheel = 0.5 yards/meters. You could move the blueprint forward and backward as many times as you wanted.
Title: Trapper Suggestion
Post by: Odin on November 09, 2006, 03:10:35 am
And when you built it, you'd fire it as a granger spit, and when it hit your target, it would start building.
Title: LOL
Post by: dude11235 on December 08, 2006, 06:53:36 am
I've jumped of a ledge in alien base (ATCS) and got stuck on a floor trapper (I didn't even have a jet pack), I was laughing so hard xD.
Title: Trapper Suggestion
Post by: yetshi on December 08, 2006, 07:22:18 am
omg good ideas on this forum?

yes for buildable blueprint cone/sphere and short distance placement
Title: Trapper Suggestion
Post by: n00b pl0x on December 08, 2006, 11:52:48 pm
we could also just make it so that whenever you try to enter a server, you take a 20 page IQ test. if you score below 100, you phail and cant play because youll make floor trappers. its a great idea!
Title: Trapper Suggestion
Post by: Captain Ventris on December 09, 2006, 04:32:50 am
Quote from: "n00b pl0x"
we could also just make it so that whenever you try to enter a server, you take a 20 page IQ test. if you score below 100, you phail and cant play because youll make floor trappers. its a great idea!


*worships*
Title: Trapper Suggestion
Post by: techhead on December 09, 2006, 07:21:21 pm
Can someone code the cone already?
Or put a message when placing a trapper on the floor "Trappers are quite ineffective when placed on the floor. Are you sure you wish to place it there?"
Title: Trapper Suggestion
Post by: Radiohead on December 09, 2006, 07:41:59 pm
Quote from: "techhead"
Can someone code the cone already?
Or put a message when placing a trapper on the floor "Trappers are quite ineffective when placed on the floor. Are you sure you wish to place it there?"


I tested the trapper on the floor thingy. It (maybe) only works when some idiot jumps over the trapper and wala. You just trapped a dumbass.
Title: Trapper Suggestion
Post by: Captain Ventris on December 09, 2006, 09:27:03 pm
Quote from: "Vector_Matt"
Quote from: "Captain Ventris"
Quote from: "Vector_Matt"
Quote from: "Quaoar"
So, set properly, it could be good.
It could be limited to about a yard/meter of total movement


Well, that REALLY defeats the purpose.
I meant scroll wheel movement could be limited, e.g. max forward distance via scroll wheel = 0.5 yards/meters, max backward distance via scroll wheel = 0.5 yards/meters. You could move the blueprint forward and backward as many times as you wanted.


I know that. I'm just saying. Why not just walk a meter more? 1 Meter wouldn't make a difference.
Title: Trapper Suggestion
Post by: kevlarman on December 10, 2006, 06:42:08 pm
Quote from: "Captain Ventris"
I know that. I'm just saying. Why not just walk a meter more? 1 Meter wouldn't make a difference.
there are places where a granger won't fit with enough room to build the structure.