Author Topic: Barricades  (Read 16569 times)

daenyth

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Barricades
« on: March 14, 2007, 12:14:01 am »
With all the talk in the other forums about how much barricades suck, why don't we instead ask how they can be reasonably improved.

my $0.02 - more hp, faster regen, longer creep range, and 6bp.
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Paradox

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Barricades
« Reply #1 on: March 14, 2007, 01:43:54 am »
Eat humans if they get too close.

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Ceaser342

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« Reply #2 on: March 14, 2007, 01:53:24 am »
That would be funny to watch.
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Norfenstein

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« Reply #3 on: March 14, 2007, 03:03:34 am »
What if they grew back after being destroyed (and had a second, much higher, max health for permanent destruction)?

tjw thought of making them wider, harder to see through, longer to explode, and have keep blocking full size until they do explode.

OverFlow suggested just cutting their cost to, say, 4 instead of 10.

Thoughts?

sleekslacker

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« Reply #4 on: March 14, 2007, 03:09:45 am »
Quote from: "Norfenstein"
What if they grew back after being destroyed (and had a second, much higher, max health for permanent destruction)?

tjw thought of making them wider, harder to see through, longer to explode, and have keep blocking full size until they do explode.

OverFlow suggested just cutting their cost to, say, 4 instead of 10.

Thoughts?


Agreed. make them wider (5 'roots' instead of 3 now), and cheaper so aliens can build 3 of them each game. Growing back after destroying is also a good idea ( roots destroyed at 1/3 HP, barricade destroyed at 3/3 HP, with HP = 3* HP now )
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daenyth

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Barricades
« Reply #5 on: March 14, 2007, 03:15:05 am »
I like sleek's idea.
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David

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« Reply #6 on: March 14, 2007, 03:18:31 am »
how about make the creep spread far, and other buildings that are close get protected by it, so they can really defend stuff.
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daenyth

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« Reply #7 on: March 14, 2007, 03:25:52 am »
I think that just speaking from a testing perspective, it may be best to start with slight changes rather than large ones. Perhaps try it out with 400hp (current is 200), and at 6bp (currently 8)?
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yetshi

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« Reply #8 on: March 14, 2007, 03:26:07 am »
make them whip back and forth and grab any human that gets close causing damage to them.

_Equilibrium_

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Barricades
« Reply #9 on: March 14, 2007, 03:28:19 am »
Quote from: "daenyth"
I think that just speaking from a testing perspective, it may be best to start with slight changes rather than large ones. Perhaps try it out with 400hp (current is 200), and at 6bp (currently 8)?
don't cades cost 10 bp?

kozak6

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« Reply #10 on: March 14, 2007, 03:46:41 am »
I believe so.

One of the other problems with cades is that they also block the alien team, and very much so for the larger bugs.

They might be more useful if it was possible to "phase" through them or something.

sleekslacker

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Barricades
« Reply #11 on: March 14, 2007, 03:48:17 am »
how about we start working now instead of just talking ?

First we need a modeller to make a wider barricade.

the bp and health change is easier as it only involves tweaking some numbers in the src code.

We might need help from the Balance modder to include this in order to test its effectiveness.
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David

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« Reply #12 on: March 14, 2007, 03:49:24 am »
Quote from: "kozak6"
I believe so.

One of the other problems with cades is that they also block the alien team, and very much so for the larger bugs.

They might be more useful if it was possible to "phase" through them or something.


make them small roots on he floor, that are acid tube sized.
Then when a human comes in range they fly up and block everything.
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daenyth

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Barricades
« Reply #13 on: March 14, 2007, 05:01:26 am »
Quote from: "_Equilibrium_"
Quote from: "daenyth"
I think that just speaking from a testing perspective, it may be best to start with slight changes rather than large ones. Perhaps try it out with 400hp (current is 200), and at 6bp (currently 8)?
don't cades cost 10 bp?


My bad, 10bp. Was brain farting.

Quote from: "sleekslacker"

We might need help from the Balance modder to include this in order to test its effectiveness.

Balance mod makes too many changes to effectively test this. He even admitted it stopped being about trying to balance the game long ago.
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shadow_archmagi

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Barricades
« Reply #14 on: March 14, 2007, 10:09:36 pm »
Why not have barricades act as a group of individual units. They stand in place normally, but can move up to X distance to avoid grenades or passing aliens. So instead of having ONE building made of five tentacles, just make it five tentacles that move around, do their best to dodge bullets, and attack enemies. They would have a fairly low maximum movement, just large enough to be able to get out of the way, but small enough that their positioning would matter.

sleekslacker

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« Reply #15 on: March 14, 2007, 11:04:46 pm »
haha you're funny
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janev

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« Reply #16 on: March 15, 2007, 12:19:35 am »
Hmm someone has been watching too much japanese tentacle porn :O Combine those moving tentacle monsters with the female player models people keep asking for and you get fun for the whole family :/
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shadow_archmagi

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« Reply #17 on: March 15, 2007, 12:28:20 am »
In what way, exactly, am I funny? That is, are you laughing because

A. My idea would be rediculously hard to code.
B. Its just plain stupid.

???

Plague Bringer

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« Reply #18 on: March 15, 2007, 12:32:00 am »
B., Final answer...

(P.S. HI ARCHMAGI)
U R A Q T

shadow_archmagi

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« Reply #19 on: March 15, 2007, 12:45:52 am »
You don't like my idea of tentacles acting like Pikmen? Why not? Whats wrong with it!?

(P.S. HI Plague! I got more kills than you last game, even though my team was looosing! *taunt* Taunt*)

Plague Bringer

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« Reply #20 on: March 15, 2007, 02:04:10 pm »
I dont like the idea because it'd be hard to code, impossible to kill, and a pain in the ass to build because the hitboxes would either have to be very big or need room to move. I like the idea of barricades being likke roots about the size of acid tubes but pop up to the full size when humans are around more then yours because it would be easier to code (probably) easier to build, and it wouldnt be evading every bullet you shoot at it (and if in you version it does get hit alot, why bother having it move at all?)

(P.S. SO? I was building my anti-hummie-hallicade and beefing up our base for a lot of the game =P)
U R A Q T

shadow_archmagi

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« Reply #21 on: March 15, 2007, 08:26:21 pm »
Hm. Good points. Kay then! I'll stop posting here because my attention span is short. ONWARD TO OTHER TOPICS!!

sleekslacker

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Barricades
« Reply #22 on: March 15, 2007, 09:38:12 pm »
My answer is actually C. Both.

The idea of a barricade works to some extent. We don't want to throw away the existing code and start with some fresh idea just yet. What we need to do is improve barricade not turn it into some human homing & molesting root.

The best idea is the one that is simple and implementable in the quickest time, while having the most benefit and actually solving the problem.
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Stof

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Barricades
« Reply #23 on: March 15, 2007, 09:56:16 pm »
Quote from: "sleekslacker"
My answer is actually C. Both.

The idea of a barricade works to some extent. We don't want to throw away the existing code and start with some fresh idea just yet. What we need to do is improve barricade not turn it into some human homing & molesting root.

The best idea is the one that is simple and implementable in the quickest time, while having the most benefit and actually solving the problem.

Drop the price to 2-4 BP
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M&m&M

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Barricades
« Reply #24 on: March 15, 2007, 11:30:26 pm »
Quote from: "Paradox"
Eat humans if they get too close.


Or similarly, act like a Trapper if a human gets close.


Or just be dang bigger.
remulous  ROCK ON

HappyDragon

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Barricades
« Reply #25 on: March 16, 2007, 02:16:52 am »
how about it is some sort of webbing instead.

Humans cannot see it
Humans that come in contact with it will get stuck or start to move extremely slow it till they pass through.

Aliens can pass through it freely and See it of course.

shadow_archmagi

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Barricades
« Reply #26 on: March 16, 2007, 02:24:43 am »
Like I said, it would not have a LONG range. Maybe, 3, 5 feet maximum distance. So if a human tries to ignore it and charge into the base, he gets swarmed. But he can still quite easily hang back and gun it down. Then it actually acts as a barricade, because humans CANT go close to it.

n00b pl0x

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Barricades
« Reply #27 on: March 16, 2007, 04:17:01 am »
drop bp and leave everything else alone. 4 or 5 bp would be nice. Barricades are meant to get in the way; nothing more, nothing less.

Build an acid tube if you want humans to be damaged.
Build a trapper if you want them to get stuck.
Go find a tribe of cannibals if you want to see a human get eaten.
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Mispeled

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Barricades
« Reply #28 on: March 16, 2007, 04:29:44 am »
Quote from: "n00b pl0x"
drop bp and leave everything else alone. 4 or 5 bp would be nice. Barricades are meant to get in the way; nothing more, nothing less.

Build an acid tube if you want humans to be damaged.
Build a trapper if you want them to get stuck.
Go find a tribe of cannibals if you want to see a human get eaten.

I agree. Either a lower BP cost or higher hit points is the simplest solution.

Evlesoa

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Barricades
« Reply #29 on: March 17, 2007, 04:36:06 am »
I got an idea...

Cades Cost same, more HP, and are Transcelant or w/e that big word is that I cannot spell, where they appear transperant, until a human comes by, it starts to poison him!

Like a booster... and the poison takes out % of his life, lets say 15%, and lets say aliens can WALK thru it, but when they do, it becomes deactivated for 5 seconds, and if you touch it, you take more damage from poison?

OR...

Barricades give bonus to Health Points near buildings + more HP to itself

OR...

Barricades add + 25% health to buildings or +XX% to attack to aliens that are near...

OR....

Lots of ideas, its just barricades cant suck as much as they do!