Author Topic: Buildables/Classes for the Next Version of Tremulous  (Read 8427 times)

gman19

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Buildables/Classes for the Next Version of Tremulous
« on: February 08, 2007, 10:25:21 pm »
I've been thinking about things to add to Tremulous in the next version, and here's what I've come up with:

BUILDABLES:

Humans:

Barrier-
A metal wall to be used as a blockade, about the size of an armory but thinner, and has a moderately high HP level. Costs 10 BP, available at Stage 3

^This would help protect the human base. This is primarily supposed to balance out the S3 alien classes. I mean, let's face it; S3 hits for aliens, you've got 'rants raping the socks off the reactor instantly. This would help block hallways to slow down tyrants and goons. The BP cost and stage requirement would keep it from being overused.

Aliens:

I didn't think of anything here, they seem to be okay right now.

CLASSES/UPGRADES:

Humans:

Medic-
Can be selected from limbo menu like Rifle and Construction Kit. Spawns with an infinite-use Medkit, in place of a weapon, to heal other players. Heals at same rate as a 1-use Medkit. Special chemicals in the Medkit, which are harmless to humans, are lethal to aliens; Upon injection with a Medkit, an alien loses 5 HP per second for 5 seconds. Aliens can stop the effect by walking through creep or touching a booster. Can be purchased in Armory to replace standard weapon. Range is the same as a Painsaw.

^Since aliens have poison and automatically regenerate health, I figured that humans should have something like that too. The poison dealt to an alien by a Medkit isn't too powerful, nor is it pointless; at 5 HP loss per second for 5 seconds, a dretch that gets hit, even at full health, will die unless they run back to base quick enough before the poison kills them.

Blaster-
Make secondary weapon more powerful; 3 damage per round at a slow fire rate is pointless. Either make the blaster have 10 damage, give us a different secondary weapon, or make it where we can carry two weapons at once and get rid of the blaster.

Aliens:

Advanced Granger:
The Advanced Granger should have its weak projectile attack modified into a sticky substance that severely limits the movement of a human. The effect should be halfway between the movement limitations of walking through creep and getting hit by a trapper. Turning speed should also be slowed down by a considerable degree.

^The main reason for this is that if a Granger is all alone in the base and a hummie runs in, right now there's really nothing for Mr. Gwanger to do except scream at his teammates to get their slimy arses back to the base. Usually, by the time this happens, 2 things will have happened;

1) The granger has been shot full of holes, and
2) The hummie has either been acid tube'd or ran away laughing.

Having a granger being able to hock a mobility-disabling luge at the attacking hummie would help keep bsuits from spamming the heck out of an alien base and running away while everyone's out raping bases.

That's all I thought of. Feel free to submit your own ideas, and hopefully we can get them implemented in the next version.

P.S. I think that the contents of Balance mod should come standard in the new version. Tell me what you think.

P.P.S. Any idea on when the new version is supposed to come out? I want to finish my new map in time to go packaged with Tremulous 1.2.0 or whatever is gonna be next.
i]"We practice selective annihilation of mayors and government officials, for example, to create a vacuum. Then we fill that vacuum. As popular war increases, peace is closer."[/i] -Peruvian insurgent general

ms1max

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« Reply #1 on: February 08, 2007, 10:35:47 pm »
Quote
Advanced Granger:
The Advanced Granger should have its weak projectile attack modified into a sticky substance that severely limits the movement of a human. The effect should be halfway between the movement limitations of walking through creep and getting hit by a trapper. Turning speed should also be slowed down by a considerable degree.

^The main reason for this is that if a Granger is all alone in the base and a hummie runs in, right now there's really nothing for Mr. Gwanger to do except scream at his teammates to get their slimy arses back to the base. Usually, by the time this happens, 2 things will have happened;


NO

Stof

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Re: Buildables/Classes for the Next Version of Tremulous
« Reply #2 on: February 08, 2007, 10:43:34 pm »
Quote from: "gman19"
Advanced Granger:
The Advanced Granger should have its weak projectile attack modified into a sticky substance that severely limits the movement of a human. The effect should be halfway between the movement limitations of walking through creep and getting hit by a trapper. Turning speed should also be slowed down by a considerable degree.

^The main reason for this is that if a Granger is all alone in the base and a hummie runs in, right now there's really nothing for Mr. Gwanger to do except scream at his teammates to get their slimy arses back to the base

Well, first the turning speed in the game is infinite. So you can divide it by 2 or by 1000000 it'll still be infinite ;)

Then, let's compare an adv granger with a human with a ckit. The human with a ckit can use the pitiful blaster to try to scare away that goon. The adv granger can try to claw away that human with larmor and helmet that is attacking the alien base. Looks balanced for me, no need for a change.

Of course, the human can still buy a weapon to defend the base. AND SO CAN THE GRANGER. Evolve into a dretch if you really need it, and suicide later ( it's not as if it's difficult to find a place to suicide )
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

::ThePredator

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« Reply #3 on: February 08, 2007, 10:50:43 pm »
We certainly don't need more battle grangrers, they already act as extra large blockers. But the rest of the ideas seem sound to me, and the barrier would have to be skillfully placed or a goon would snipe it.

Survivor

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« Reply #4 on: February 08, 2007, 11:14:17 pm »
btw. Due to the fact that structure models can be turned but their hitbox can't you have to make all hitboxes approximately square. A thin screen would give rise to the same thing as model/hitbox misalignment near patches and edges.
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n00b pl0x

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« Reply #5 on: February 09, 2007, 12:10:11 am »
granger is equipped to handle a human attacker much better than a ckit is able to handle an alien attacker. and if all else phails grangers can just wallwalk up onto a ledge...while a ckit can sprint barely faster than an alien
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St. Anger

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« Reply #6 on: February 09, 2007, 04:12:33 am »
I like the medic idea but, who would want to be a medic?

Vindication?

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« Reply #7 on: February 09, 2007, 04:19:06 am »
Quote from: "St. Anger"
I like the medic idea but, who would want to be a medic?


Medic, maybe?
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_Equilibrium_

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« Reply #8 on: February 09, 2007, 04:23:12 am »
i think medic should definitely stick with killing

Vindication?

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« Reply #9 on: February 09, 2007, 04:27:04 am »
Quote from: "_Equilibrium_"
i think medic should definitely stick with killing


I think we need to stop saying "medic" :\
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kozak6

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« Reply #10 on: February 09, 2007, 04:30:02 am »
Metal Barrier?  Hmm.  Maybe only if the alien's barricade is made worth using.

The idea of a medic has been vetoed every single time it's been brought up.  And if you want medic poison to be balanced with alien poison, it will only affect Dretches and maybe Basilisks.

The blaster already does 9 damage per projectile.  And it's supposed to be crappy in order to punish you for being a dumbass and wasting all of your ammo.

Being able to carry two weapons at once would make the humans a hell of a lot stronger since it would tremendously increase their flexibility.

I think the spit attack should actually be removed from the Adv Granger.  Even now, you still see Battle Grangers taking the fight (and free credits) to the enemy, and Granger spit only does 4 damage to an unarmored human.  

If you actually make it do something, than the number of Battle Grangers will increase exponentially.

ThunderBird

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« Reply #11 on: February 09, 2007, 05:32:57 am »
I personnally dont like the medic idea. It will be too unfair to the aliens. You can go behind a dretch in transit and touch it. Transit is so huge that most of the time, the dretches wont make it back.
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next_ghost

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« Reply #12 on: February 09, 2007, 10:37:02 am »
Delay +30:00
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techhead

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« Reply #13 on: February 10, 2007, 12:53:18 am »
If your granger really is that scared, go hide in a Hovel for crying out loud.
I also believe that Granger spit should do 0 damage, and work like walking though creep.
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n00b pl0x

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« Reply #14 on: February 10, 2007, 02:58:15 am »
MEDIC
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Plague Bringer

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« Reply #15 on: February 10, 2007, 03:01:18 am »
PORTABLE  :medstat:
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n00b pl0x

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« Reply #16 on: February 10, 2007, 03:10:13 am »
we also need wallhacks in 1.2
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Plague Bringer

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« Reply #17 on: February 10, 2007, 03:19:58 am »
spiderman suit for hummies, gives them the wallwalk ability
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n00b pl0x

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« Reply #18 on: February 10, 2007, 03:21:31 am »
and superman ability for hummies, gives them godmod until the encounter the floating ball of kryptonite alien which is to balance the superman taht comes in s4 for humans and kryptonite comes in s4 for aliens
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Plague Bringer

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« Reply #19 on: February 10, 2007, 03:24:28 am »
:T
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n00b pl0x

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« Reply #20 on: February 10, 2007, 03:26:55 am »
=B LOLAR MY TEEF ARE BIGGAR
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Plague Bringer

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« Reply #21 on: February 10, 2007, 03:28:25 am »
wanna go necro?
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n00b pl0x

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« Reply #22 on: February 10, 2007, 03:30:33 am »
naah we have a 3rd wheel now...para is kindof responding a bit
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Plague Bringer

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« Reply #23 on: February 10, 2007, 03:33:42 am »
yeah, notice how most people are avoiding the threads we're killing?
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n00b pl0x

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« Reply #24 on: February 10, 2007, 03:35:57 am »
yeh just a bit
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Plague Bringer

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« Reply #25 on: February 10, 2007, 03:38:53 am »
Quote from: "n00b pl0x"
yeh just a bit
you got that 50Cent song stuck in my head now, [sarcasm]thanks[/sarcasm]
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n00b pl0x

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« Reply #26 on: February 10, 2007, 03:50:33 am »
i liek that song
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Plague Bringer

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« Reply #27 on: February 10, 2007, 04:02:57 am »
;;-__-
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n00b pl0x

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« Reply #28 on: February 10, 2007, 04:03:59 am »
@(o.o)@
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