Tremulous Forum

General => Feedback => Topic started by: Plague Bringer on April 05, 2007, 08:18:56 pm

Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 05, 2007, 08:18:56 pm
Cloaking

That's right, I said cloaking.
Builders would be able to toggle cloak much like they are able to toggle structure protection with designated builder.

Defcom is needed for cloaking. The reactor, defcom and telenodes are not cloakable. Cloaked buildings do not show up on alien radar or visual contact. To prevent hiding an entire base, cloaking costs 2bps, but the bps is returned when the building is uncloaked or destroyed/deconned - this would be a useful way to spend those last 6bps when your base is done.

Please dont flame, I put a bit of thought into this idea which is more then I can say for a lot of the ideas here.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: ShadowNinjaDudeMan on April 05, 2007, 09:20:44 pm
This is as good an idea as the bananaphone, that is, a very good idea.

In fact, it is such a good idea its in TremX.
 8)

However cloaked buildings are new. I for one would be scared shitless if I suddenly got fired upon by invisible guns. Cloaked reac could be fun though, put it in the alien base, theyd never find it XD.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 05, 2007, 09:28:39 pm
Well, it'd be cloaked like the +Basi in TremX, still visable. They wouldnt show up on radar though. And is the +Basi what you meant about TremX or are there cloakable buildings also?
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Odin on April 06, 2007, 01:15:58 am
Cloaking is only useful if it's on a mobile unit, or something that an enemy hasn't already seen. It'd be useful for the first 2 seconds before the enemy would know it's there.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: kozak6 on April 06, 2007, 05:44:57 am
I'm not sure I like the idea of invisible turrets and teslas.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: whitebear on April 06, 2007, 09:18:13 am
radar immunity is alright but I hate the idea of virtualy cloaked buildings.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: sleekslacker on April 06, 2007, 12:02:57 pm
NO
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Survivor on April 06, 2007, 12:43:52 pm
Quote from: "sleekslacker"
NO


Because obviously someone who at least set the premises for his idea deserves only a no/yes. Explain if you comment on why it is good or bad or refer to past discussions which were similar.

Btw, good use of filler bps and only radar immunity wouldn't make it invincible at least but if anything i would invert it. Only useable on medpad/telenode/repeater. Forward bases might get a bit more longlasting this way.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: sleekslacker on April 06, 2007, 12:51:36 pm
Tremulous is good as it is without new units/structures/features. Unless you're willing to

1) code it yourself

2) test the balance yourself

3) promote the changes you made so it can go mainstream by yourself

expect nothing to be done.

What we need in Tremulous is balance tweak to the existing classes. 1 S1 goon > 3 S1 humans anytime. WE DON'T NEED NO F**KING CLOAK. What we need is balance.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: whitebear on April 06, 2007, 12:54:08 pm
lol... hide the reactor and one spawn somwhere high enough not to be found in normal game play and use repeaters in main base. ^^
Aliens would have hard time finding it. xD
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: RaptorJesus on April 06, 2007, 03:15:48 pm
I really like this idea, perhaps though for double bps than the radar cloak costs you could make it completely invisible (maybe a slight shiny silloeutte sort of thing around it)...

Placing a cloaked tesla next to the reactor just to mess with mara's would make for a fun time...

However perhaps only ret's and tesla should be cloakable, and perhaps more expensive..
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 06, 2007, 03:27:55 pm
The whole idea was that it would be fully cloaked, from radar and from sight, for 2bps. It would have a cloak similar to the +Basi in TremX, visable, but hard to see. Sorry, I guess I didn't make that clear in the first post.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: NiTRoX on April 06, 2007, 03:52:09 pm
Quote from: "Plague Bringer"
Please dont flame, I put a bit of thought into this idea which is more then I can say for a lot of the ideas here.


Isn't that what you do in other people's posts?
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 06, 2007, 04:46:39 pm
Quote from: "NiTRoX"
Quote from: "Plague Bringer"
Please dont flame, I put a bit of thought into this idea which is more then I can say for a lot of the ideas here.


Isn't that what you do in other people's posts?



GTFO

Most, if not all, of the posts I flame deserve flaming.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: sleekslacker on April 06, 2007, 05:15:11 pm
and so does this thread
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 06, 2007, 05:18:07 pm
Explain.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: whitebear on April 06, 2007, 05:25:43 pm
why don't we have same for both teams and play hide and seek. [/sarcasm]
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 06, 2007, 05:36:29 pm
I'm obviously not going to get any constructive ideas from here on inn so let's just let this topic die.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Superpie on April 06, 2007, 06:26:15 pm
*Ahem* I'd put a repeater and telenode somewhere nobody would look and cloak them so as never to lose.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 06, 2007, 06:31:55 pm
Quote
Quote
Quote
Quote
Quote
Quote
The reactor, defcom and telenodes are not cloakable.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: ShadowNinjaDudeMan on April 06, 2007, 07:56:04 pm
Well, cloaking is used for humans in TremX too.

Cloaked buildings, well, the only building worth cloaking is the reactor.
But it would be fun building invisible spawns everywhere lol.

Bit like Eldar in DOW.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Mispeled on April 07, 2007, 02:26:06 am
Heh, I'd frustrate my teammates by making armory and medipad invisible...


Seriously, though, I think it should be only usable for turrets and maybe teslas. As they are firing or when they're significantly damaged (i.e. smoking), they should become slightly visible.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 07, 2007, 02:35:26 am
That could work too.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: n00b pl0x on April 07, 2007, 03:13:57 am
half the people in this thread read the word cloak and pounced. i dont think this would really unbalance anything. you can only cloak 3 things before you lose baseage for cloakage. so that makes...arm...medi...and 1 turret WOAH OMFG UNBALANCE!!!!1 though i dont really like the idea. it would just be a nuisance for aliens and wouldnt really do anything for humans.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: sleekslacker on April 07, 2007, 10:00:50 am
what is funny is that when you have cloaked your building noobs start going "omg we have no turrets" ! And they start deconning something like the arm and medi to build em. NO THIS IS NOT A FULLY BAKED IDEA. think more dude.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Hk on April 07, 2007, 12:06:43 pm
The biggest problem are packed hummie-bases.

:human:> haha. We cloaked our :armoury:!
:dretch:> ONOZ!
*** :dragoon: snipes huge empty spot in human base
:human:> WTF? HAX? Our :armoury: is dead!

And finding a turret is not that difficult imo.

Thus, I do not really see the big value for humans.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 07, 2007, 01:30:09 pm
Quote from: "sleekslacker"
what is funny is that when you have cloaked your building noobs start going "omg we have no turrets" ! And they start deconning something like the arm and medi to build em. NO THIS IS NOT A FULLY BAKED IDEA. think more dude.


You can still see them! A little bit!




This would give humans an element of suprise. It'd be like shooting at the trapper that you can't see. It's just to give human base defences a little longjevety (or h/e you spell that).

Okay, well, I thought it out, but I guess it's a crappy idea. Thanks guys for not flaming. :D
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Mispeled on April 07, 2007, 02:07:59 pm
Invisible :barricade: would be interesting, though.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: erisco on April 09, 2007, 10:37:31 pm
I think it would be too awkward for either teams. Walking into invisible barriers? It could be far more obnoxious than thought of. I could also see structured being misused with cloaking.
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 09, 2007, 10:50:50 pm
How could cloaking be misused? o.O
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: erisco on April 09, 2007, 11:29:49 pm
We have tyrants getting their heads stuck in the sky, eggs being implanted into cages, and you don't think they will find some abuse for cloaked structures? Come on!
Title: Cloakable Buildings -A Fully Baked Human Gameplay Suggestion
Post by: Plague Bringer on April 10, 2007, 12:18:38 am
Quote from: "Teh lame abuseorz"
Okay, let's put this semi invisable turret in the corner, then we can use the glitch where it noclips and acts as a telenode so we cant loose!


I can't find any possible way to abuse this. Nodes and reactors can't be hidden, everything else is slightly visable.. It's not like you can hide a base from your team o.O.