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Should grenades explode when damaged?

Started by TheMarxer, February 14, 2010, 12:31:10 AM

TheMarxer

0

Demolution

What happens when you drop it and your teammate is right next to you with a flamer? :P

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

Haraldx

Quote from: Demolution on February 14, 2010, 09:53:29 AM
What happens when you drop it and your teammate is right next to you with a flamer? :P
TEAMKILLS

But what happens when a zap zap gets near you and you throw out a grenade?
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

Knowitall66

#3
The grenade isn't around long enough for it to be worth it. Also if it works anything like a present day grenade then shooting it wouldn't set it off (At least I doubt it, as the mixture needs to ignite (Flamer wouldn't work as it couldn't penetrate the shell)).

David

Most (all?) explosives in use today are really really hard to set off, by design.  I'd guess by whichever century this is set in explosives are 100% safe against accidental stuffs.

So more realistic would be damage for no explosion.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Demolution


Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

TheMarxer

#6
0

TheMarxer

#7
0

Liskey

No point in making unrealistic changes to detonation time, but it would be nice if unexploded nades could be nudged.  If you don't like the bounce, you could take a chance on kicking it closer to the target before running away.
:grenade:   -> -> ->  :booster:

Demolution

Quote from: Liskey on February 14, 2010, 06:40:34 PM
No point in making unrealistic changes to detonation time, but it would be nice if unexploded nades could be nudged.  If you don't like the bounce, you could take a chance on kicking it closer to the target before running away.
:grenade:   -> -> ->  :booster:

1. Earn a lot of credits.
2. Make armory next to vent where aliens are hiding.
3. Buy/drop grenades with a bind while your teammate is chaingunspamming them towards the enterance.
4. ???
5. Profit! (Explosive dretch cooking)

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

KillerWhale

I like the idea of being able to hit a grenade to move it.
It would allow aliens to move grenades away from structures, and humans to move them where they want them.

The two major problems I see are:
1) Coding: Nobody is going to do this ever.
2) I can already see the humans on one side of ATCS knocking the grenades over the bunker with a luci.

It would be an interesting, if not impractical gameplay mechanic.

As for exploding on damage:
This would make it far too easy for humans to stand on a nade, and shoot it as soon as an alien walks up.

As for not exploding on damage:
Oops, I did too much splash damage to my nade while killing the OM. Now I spent 200 creds for 0 damage.

David

I'd say human weapons destroy them / nudge them, where as alien attacks can be assumed to be grabbing and throwing, so the grenades can go flying miles.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

TheMarxer

#12
0

tskuzzy

I say grangers should be able to deactivate grenades :3
[GI]tskuzzy at your service :)

David

Grangers should be able to swipe to pick up, and then spit to lob them.  And if you hit a human it sticks to them, and the med station can de-stick it to provide them incentive to blow up their own base.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Demolution

Quote from: David on February 14, 2010, 08:49:56 PM
Grangers should be able to swipe to pick up, and then spit to lob them.  And if you hit a human it sticks to them, and the med station can de-stick it to provide them incentive to blow up their own base.

Yeah because this happens in a map smaller than the bunker in ATCS. :P

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

UniqPhoeniX

Instead of letting the aliens stop every nade rush ever with little effort, and making bullets move nades, how about we just teach the humans to *throw*.

jit

how about throwing nades like the previous post said but not really far cus then nades would be too powerful. also, how about nades that explode on contact? just gotta throw it well or else ur team will be screwed. would be nice if you could throw a nade at a rant and make it explode just as it hits them. another idea: how about we have different types of nades that can do different things like stick, throw, larger explosion, remote detonation, mines, and etcetera but they would have different prices. a mine would be pretty expensive seeing its usefulness.

mooseberry

Quote from: UniqPhoeniX on February 15, 2010, 06:41:43 AM
Instead of letting the aliens stop every nade rush ever with little effort, and making bullets move nades, how about we just teach the humans to *throw*.

What he said. Although shooting nade to make them move could be interesting to try, granger spit definetly should not disable grenades, as this makes it way to easy to make everyone's 200 purchase a waste.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

TheMarxer

#19
0

A Spork

What if aliens sitting on nades reduced the damage and splash to everyone else?
Then, if needed, you could like suicide a goon on the nade to save that egg.
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
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Kiwi

Quote from: A Spork on February 15, 2010, 03:31:43 PM
What if aliens sitting on nades reduced the damage and splash to everyone else?
Then, if needed, you could like suicide a goon on the nade to save that egg.
I've disagreed with everything else, but this makes sense.

CreatureofHell

What if the grenade was kept as is? Wouldn't that just make it nice and simple to code all the changes?
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good


Kiwi


CreatureofHell

{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

benmachine

Quote from: KillerWhale on February 14, 2010, 08:06:01 PM
I like the idea of being able to hit a grenade to move it.
It would allow aliens to move grenades away from structures, and humans to move them where they want them.

The two major problems I see are:
1) Coding: Nobody is going to do this ever.

This is actually pretty easy. Knockback already exists, after all. You need some ingenuity so that weapon fire collides with grenades even though players don't, but that's not likely to be insurmountable.

...but I'm still not doing it :P
benmachine

Paradox

The tremulous grenade works by creating a tiny amount of antimatter at the precise second of explosion, thus creating a large bang.


Nah, I'm just shitting you. Could be a meh idea. But at least the grenade should move when hit (goon/granger barbs come to mind)

∧OMG ENTROPY∧

rotacak

Quote from: KillerWhale on February 14, 2010, 08:06:01 PM
1) Coding: Nobody is going to do this ever.
Really? I will do it. If I will find how to detect collisions with bullets/maul.

Superpie

Where is the good in goodbye? -Meredith Willson