Tremulous Forum
General => Feedback => Topic started by: murtagh on September 05, 2007, 03:14:38 am
-
(there shuld be a suggestion forum)
you know the little bar by jump energy for humans? well if it does nothing i have an idea. it could be a gauge and it runs low as you shield so there should be a new ability allowing you to defend yourself. no one can move shielding and the bar for humans can be refilled only at an armoury :armoury: and ailiens can always block but still take damage. humans can block and take no damage but for limited time
any one like my idea?
-
Perhaps instead of becoming a temporarily invulnerable human turret (just think of how much a flamethrower user would benefit from being able to spin around while holding down the trigger) the shield should be a rechargeable item capable of absorbing only so much damage before failing, like 80 hp or something. I suppose it could be balanced out as a back-worn device so no shielded jettards or bsuits... and certainly the shield would take 100%+ damage from all hits because it is over the armor.
Neither idea is something that would probably happen in Trem 1.2 though.
-
(http://img294.imageshack.us/img294/9452/ohlawdlx8.jpg)
-
(there shuld be a suggestion forum)
you know the little bar by jump energy for humans? well if it does nothing i have an idea. it could be a gauge and it runs low as you shield so there should be a new ability allowing you to defend yourself. no one can move shielding and the bar for humans can be refilled only at an armoury Armoury and ailiens can always block but still take damage. humans can block and take no damage but for limited time
any one like my idea?
(http://i159.photobucket.com/albums/t157/corgi_04/Ban1337.gif)
Do As I Say, Not As I Do.
-
(there shuld be a suggestion forum)
http://tremulous.net/phpBB2/viewforum.php?f=3
There you go.
-
Perhaps instead of becoming a temporarily invulnerable human turret (just think of how much a flamethrower user would benefit from being able to spin around while holding down the trigger) the shield should be a rechargeable item capable of absorbing only so much damage before failing, like 80 hp or something. I suppose it could be balanced out as a back-worn device so no shielded jettards or bsuits... and certainly the shield would take 100%+ damage from all hits because it is over the armor.
Neither idea is something that would probably happen in Trem 1.2 though.
its only temporary ad you cant attack
and the idea isent bad i think it might work nicely :granger:
-
bubble shield?
-
just a period of time you become undamaged by your enemy
-
I Think Aliens Would Realy Get Bubble Shield Like They Get Into Somekind Plasma Bubble And Its Undamagable !
-
I Think Aliens Would Realy Get Bubble Shield Like They Get Into Somekind Plasma Bubble And Its Undamagable !
they could block with their claws (no dretch) they take like 20%-50% because the can block whenever :advmarauder:
-
bubble shield?
Halo 3 references FTW!
IMO blocking attacks would make the game a little too complex, especially for newbs.
-
too bad for the newbs
-
too bad for the newbs
So you don't care if new people have a hard time understanding the game? That's the fastest way to kill a game.
-
i mean how hard is it to understand? you block you dont block okay
-
trem isnt really that complex.
i dont think shielding would make it much more complex for new players, but it would suck to tweak and balance.
-
There are more important things than balance - I think this would just suck as a gameplay mechanic, because it would be so frustrating for attackers and would make well-judged and decisive offence easily thwarted. Invulnerability, however brief, makes for boring play, in my opinion.
-
well what if its only accesible at s3 so people dont end games in 1 minute with it? a sheild pack object could be bought for humans, and maybe(this is a bold and unheardof idea.. but) AN ADVANCED BOOSTER? providing sheilding capibilities and the like
-
trem isnt really that complex.
i dont think shielding would make it much more complex for new players, but it would suck to tweak and balance.
trem is really that complex!!! 9 different aliens and weapons to learn how to use plus you have to learn how to build' oh and the all maps which don't have maps to gide! not to mention all the basic things you need to know like how to change the brightness. tremulous is complex enough
oh and energy shields would be useful when walking back to base with low hp a drench oh well that will be easy just turn on energy shield and i am invincible . oh tyrant dodge hit shoot at it its going to hit me turn it on energy shield and i don't take the hit. as long as your not sprinting you can always win please no energy shields one because they are a bad idea and two i wont 1.2 to come out soon!!!
this is spam and should be locked!!!!!!
-
Here have an itemized shield.
Capacitator Shield (Stage 3, $250):
passive so it doesn't need to be activated. Takes up the backpack slot. Thus not usable with battpack, jetpack or bs.
Damage absorption: 100%, 1 hit of any value will do.
So a goon headchomp will turn it off but a granger spit or single acid tube hit would as well. It doesn't protect from worlddamage but it doesn't get turned off when you get damaged by the world either.
After this hit it has to recharge the capacitor, time to do this has to be balanced. 25 or 30 seconds to start with. It can only recharge if there is a reactor.
Note: it does not have to recharge at a reactor. It is similar to the jetpack in the regard it simply doesn't charge anymore when the reactor is gone. So if the reactor is gone you have a single hit immunity with no recharge.
It gets bought fully charged.
Usage characteristics:
- It might be used to intercept goon barbs by builders and defenders.
- Get in that 'first' shot when exiting a locked down human base with a luci or other heavy hitter.
- Its offensive use is less because of it being turned off by every single hit and having a large recharge time. It wouldn't be as good for taking damage as the bs. Sadly it could severly cripple hive defended bases though. Hives are getting real weak :(.
Additions:
Switch:
You might want to enable an active/passive switch if you want to make it complicated but strategically usable.
So it needs to be set to active to charge, if you keep it on active it is on and will take the first hit and need to recharge.
If its charged and you put it on passive it gets turned off. You can get damaged but if you turn it on it will have a full charge and intercept a hit after which it needs to recharge again.
-
Here have an itemized shield.
After this hit it has to recharge the capacitor, time to do this has to be balanced. 25 or 30 seconds to start with. It can only recharge if there is a reactor.
Note: it does not have to recharge at a reactor. It is similar to the jetpack in the regard it simply doesn't charge anymore when the reactor is gone. So if the reactor is gone you have a single hit immunity with no recharge.
It gets bought fully charged.
what do you mean recharge? it has to be charged after it takes any 1 hit?
-
It recharges on the spot after getting hit, you don't have to return to a reactor to recharge it. However there should be a long delay to balance its awesomeness. Still this is only at least a realistic draft of a shield. I am not for an arcade like shield.
-
oh your saying it goes down on hit but can get ready for another hit?
what is there was 3 lvls of shields?
s1 long recharge low protecion from damage
s2 medium recharge higher protection
s3 short recharge and 100% shield
-
my overshield is owned by one charged plasma pistol shot
well introducing new gameplay mechanics would really change the game's balance
-
i mean how hard is it to understand? you block you dont block okay
Unless you go and create animations for all the models showing them blocking etc, then no one will be able to tell when you are blocking. eg tyrant slashes human with no armor or helmet, human lives, tyrant goes "WTF? Hacks!". Human shoots goon with fully charged lucie shot, goon survives, human says, "ZOMG, haxorz!". Etc.
-
Not quite the same idea as suggested but it would be nice if there was a moment of invulnerability after spawning.
Not just for humans but for alients too, certainly nothing more than 5 seconds at very very most, just alittle something to give you that smallest of chances when all is almost lost and your base is about to be destroyed.
I'm sure i'm not the only one to spawn as the base is under fire, only to be killed before you even left the egg/telenode and got going.
-
Not quite the same idea as suggested but it would be nice if there was a moment of invulnerability after spawning.
Not just for humans but for alients too, certainly nothing more than 5 seconds at very very most, just alittle something to give you that smallest of chances when all is almost lost and your base is about to be destroyed.
I'm sure i'm not the only one to spawn as the base is under fire, only to be killed before you even left the egg/telenode and got going.
cool idea i too have been spawn killed many times. but it could be a simple thing like a med thing when u use it (the little cylendar) and mara and above can like raise their claws in a shielding period
-
If it's so simple, why don't you implement it?
I don't like the idea of spawn invulnerability.
I feel that spawnkilling is a valid strategy in Tremulous (with perhaps a few exceptions).
If you allow the enemy team access to your spawn, you should be punished for it.
If you are getting spawnkilled during a full out base assault, it's rather likely that your team will be shortly defeated anyways and spawn invulnerability won't make much of a difference.
-
Ffs... get tremx, get Bsuit, lasgun, surge, cloack, biokit, press sprint key, activate cloack and try not to run in a straight line - you are invulnerable!! for the whole 15 (30?) seconds.... No shields, thanks, imagine fun of getting to OM with psaw through all defences.
-
att his point i have no idea how to respond
-
If it's so simple, why don't you implement it?
I feel that spawnkilling is a valid strategy in Tremulous (with perhaps a few exceptions).
/me casts his line and waits to see whats biting....
Ya, i noticed the kill whores always say that. Not happy unless you a clear 50 to 100 kills ahead eh? :wink:
-
No, he'll be happy when his team hits stage 3 and he has some evolve points in his pocket.
-
If it's so simple, why don't you implement it?
I feel that spawnkilling is a valid strategy in Tremulous (with perhaps a few exceptions).
/me casts his line and waits to see whats biting....
Ya, i noticed the kill whores always say that. Not happy unless you a clear 50 to 100 kills ahead eh? :wink:
um no, i do what increases my team's chances of winning, and the other team leaves an unprotected spawn during a move or for whatever other reason, you can sure as hell expect me to get my team at least half a stage from it (unless i have reason to believe i can stop the move outright, in which case i would do that)
-
usual practise for me is to have trapper and acid over unprotected node. If there is noone, the acid will kill human, if there is, they will get 5 evos in less than 1 minute.
-
If it's so simple, why don't you implement it?
I feel that spawnkilling is a valid strategy in Tremulous (with perhaps a few exceptions).
/me casts his line and waits to see whats biting....
Ya, i noticed the kill whores always say that. Not happy unless you a clear 50 to 100 kills ahead eh? :wink:
um no....
Looks like i caught me a biggy, LOL :roll:
-
This entire topic sounds like someone wants to turn Trem into Halo.
While I liked the gameplay mechanic of the "all or nothing" assault (either you kill the guy, or his shield comes back and it's like nothing happened), it's hardly suitable for this game.
-
Anyways, if the other team is spawnkilling yours, it comes down to two basic scenarios.
Either it's a lone spawn, isolated and undefended due to an in progress/failed base move, foolish building, or something along those lines. In that circumstance, it seems reasonable to to me that the team getting spawnkilled deserves to be punished for such a mistake if the other team team is willing to oblige.
If you are being spawnkilled during the last few minutes of an all out base assault, that should also be fine. If you are being spawnkilled as you exit a base spawn, that usually means that the spawn is under attack, will probably be destroyed shortly, and the other team will win rather soon.
A few extra seconds as a dretch will probably not be enough to stop marauding lucy suits from destroying your base. However, a few extra seconds for a dretch or granger might be enough time to escape the base, resulting in a long, drawn out bug chase or egg hunt. Most players don't seem to enjoy these very much.
A few extra seconds as a human won't be significant either. What is a human with a rifle or c-kit going to do? Fire his rifle at a tyrant until his invulnerability wears off and he gets chomped?
Also, spawn invulnerability will add significantly more "WTF?!?!?" moments to Tremulous. "I hit that dretch will a full charged lucy blast and it didn't die! HAX!!!"