Tremulous Forum
General => Feedback => Topic started by: veryhappy on December 20, 2006, 05:50:01 pm
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Here are my ideas :
Mimic:
The mimic would be a building that looks exactly like the overmind to humans but different to aliens.You could only build one in a zone with creep.
Bug grenade:
Instead of doing damage (like the human grenade does) this grenade will cause human buildings to malfunction (like bugs did with first computers).Examples of malfunctions could be: make them respond slower,make them don't differenciate from humans and aliens,randomly unpower them for shorts periods (5-10 sec i think could be good)... Malfunctioning buildings can be repaired but it will took a good amount of time (perhaps half of building time)
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Here are my ideas :
Mimic:
The mimic would be a building that looks exactly like the overmind to humans but different to aliens.You could only build one in a zone with creep.
Bug grenade:
Instead of doing damage (like the human grenade does) this grenade will cause human buildings to malfunction (like bugs did with first computers).Examples of malfunctions could be: make them respond slower,make them don't differenciate from humans and aliens,randomly unpower them for shorts periods (5-10 sec i think could be good)... Malfunctioning buildings can be repaired but it will took a good amount of time (perhaps half of building time)
sounds good, but the second one might throw the game slightly off balance; at least in my opinion.
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I like the first idea a lot. I agree with ms1max, though; the second idea would mess up the balance too much.
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I'm only thinkin' what everyone else has said...
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Same here.
Although, what would differentiate between an Overmind and a decoy?
Health?
Attack?
Decoy Build-points?
People might use it as they currently use hovels, a free (or cheep) barricade.
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Same here.
Although, what would differentiate between an Overmind and a decoy?
Health?
Attack?
Decoy Build-points?
It will only look like one overmind but won't do anything else,only stay there.It main use should be to trick humans into thinking they're attacking the alien base where the base is really in a secure place
People might use it as they currently use hovels, a free (or cheep) barricade.
That's why i thougth about only being able of building one in a zone with creep.This way it won't be a cheap barricade because you need to put another building at the side
And about the bug grenade i tougth it won't unbalance the game a lot because it will only force the humans to spread the buildings a little and it would have a random effect so none can know what will happen
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Who cares about hitting the whole base with a bug grenade?
Suicide :marauder: + Bug grenade + :reactor: = Base not working = Humans dead.
Suicide :marauder: + Bug grenade + :armoury: = No more ammo for non-energy-weapons, no new weapons = Humans hugely set back.
And, if the human team has a dumb builder who set up some :tesla:-only-defense:
Suicide :marauder: + Bug grenade + :defcomp: = no :tesla:= no defense = humans dead ;)
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It will only look like one overmind but won't do anything else,only stay there.It main use should be to trick humans into thinking they're attacking the alien base where the base is really in a secure place
I guarantee that this 'main use' would never be used. People will invariably use this and a hovel to cover a great amount of the OM.
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It will only look like one overmind but won't do anything else,only stay there.It main use should be to trick humans into thinking they're attacking the alien base where the base is really in a secure place
I guarantee that this 'main use' would never be used. People will invariably use this and a hovel to cover a great amount of the OM.
And the problem is?
Same as people using the armory to block snipes to the dc. It's their choice!
But please people, when you come with ideas be more specific.
Surrogate OM:
6 bp, only 1 can be built, om not needed to build, buildtime 1/2 of real
200 hp (strong enough to withstand simple test from distance; pulse (23 cells), luci (8 cells), machinegun (40 bullets), shotgun (4 rounds)
Same model, same bounding box, no attack, doesn't provide creep, doesn't need creep to be built. Shows up on human radar
And to balance it out on the human side
Holographic Reactor:
6 bp, only 1 can be built, reactor not needed to build, buildtime 1/2 of real
200 (1 goon barb = 110 (2), tyrant claw = 100 (2), marauder= 40 (5) )
Same model, same bounding box, no zap, doesn't provide power, doesn't need power to be built. Shows up on alien radar
This way people at least have something solid on which to comment...
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But please people, when you come with ideas be more specific.
Thank you for the advice i will try to do it next time I post any idea :)
And to balance it out on the human side
Holographic Reactor:
6 bp, only 1 can be built, reactor not needed to build, buildtime 1/2 of real
200 (1 goon barb = 110 (2), tyrant claw = 100 (2), marauder= 40 (5) )
Same model, same bounding box, no zap, doesn't provide power, doesn't need power to be built. Shows up on alien radar
This way people at least have something solid on which to comment...
I was thinking on adding the human counterpack but i didn't think it will balance the game rather became an useless build for humans.I willl explain my reasons here:
If holographic reactor doesn't need power neither zap aliens and it's constructed on an unpowered zone then it will easily notice that it's a fake reactor because it won't have any defences (defences need power to be build even if the holographic reactor don't) and if it's built in a powered zone then the real reactor won't be too far so it will be easy to aliens to notice that there're two reactors (so one is fake) thus only a little harder to know wich one is the fake.
If it zaps then that would unbalance the game even more because humans can use it as a cheap and hard to kill tesla
Aliens doesn't have this limitations because they can build an egg wherever they like so they can get the creep they need to build the mimic and with creep they can build also acid tubes,trappers... and resemble a real base (wich humans aren't able to easily differenciate from a real one)
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Judging from it's very low HP and from the very weak power of the reactor zap, I say it wouldn't imbalance the game at all to have it zap. Myself I know that I wouldn't put 6 BP into such a turret if it wasn't for the "fake reactor" part. Think of a big ass tesla with as little HP as a turret and with as much power as the reactor ( which is to say, none )
And you don't need to build a fake base with the reactor for it to be useful then : when aliens rush the human base and find 2 reactors in it, it means they have 1 chance in 2 to attack the wrong one :)