Author Topic: Some ideas for tremulous 1.2  (Read 9043 times)

Haraldx

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Some ideas for tremulous 1.2
« on: November 25, 2007, 10:17:40 am »
I have some ideas:

Aliens
1.Adv. granger - i think it's spit shot should be like a mobile trapper.
2.Tyrant - Remove the charging option.
3.Adv. tyrant - Give it the ability of making a earthquake.  First just creates a earthquake line but in the end explodes.

Alien buildables
1.None

Humans
1.battlesuit - Give it a radar with better range then helmets radar.
2.sprint - I think humans should have increased max speed while sprinting.

Human guns
1.Chaingun - Give it a bit more accuracy.  It is impossible to shoot a basilisk or marauder.
2.proximity mine - You would use it like grenade, except it waits until an alien walks over it, then explodes.  Aliens could use wallwalk to dodge it, or maybe just jumping.  It shouldn't explode when humans walk over it.  But it is easy to accidentally do a TK, if an alien runs over the mine with a human nearby.
3.Lucifier cannon - Create a new skin, showing the heat level using a visible meter, instead of just the sound.

Human buildables
1.chaingun turret - upgraded machinegun turret, existing regular turrets would be upgraded using must a button labeled ''upgrade structure''.  Upgraded turrets should have better armor and do more damage when firing.

These are my ideas.

EDIT: Thanks to the guy who fixed all the grammar.
EDIT: Fixed some things by my own.
« Last Edit: November 27, 2007, 01:27:05 pm by Haraldx »
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

Taiyo.uk

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Re: Some ideas for tremulous 1.2
« Reply #1 on: November 25, 2007, 11:20:13 am »
REJECTED.

demenator

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Re: Some ideas for tremulous 1.2
« Reply #2 on: November 25, 2007, 11:34:16 am »
This is like the millionth topic for ideas.

And this is trully the gayest one.
muzzy in game....

Shadowgandor

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Re: Some ideas for tremulous 1.2
« Reply #3 on: November 25, 2007, 11:54:23 am »
bad? yes.
Gayest? No, not in a long shot :P

Caveman

  • Guest
Re: Some ideas for tremulous 1.2
« Reply #4 on: November 25, 2007, 12:30:33 pm »
To say it with the op's own words... there "must be" a moron spawn.

epsy

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Re: Some ideas for tremulous 1.2
« Reply #5 on: November 25, 2007, 01:38:29 pm »
...right under an immobile mobile trapper
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
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Haraldx

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Re: Some ideas for tremulous 1.2
« Reply #6 on: November 26, 2007, 01:16:59 pm »
okk....  ???
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

jr2

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Re: Some ideas for tremulous 1.2
« Reply #7 on: November 26, 2007, 08:52:00 pm »
I have some ideas:

Aliens
1.Adv. granger - i think it's spit shot should be like a mobile trapper.
2.Tyrant - Remove the charging option.
3.Adv. tyrant - Give it the ability of making a earthquake.  First just creates a earthquake line <???> but in the end explodes.

Alien buildables
1.None

Humans
1.battlesuit - Give it a radar with better range then helmets radar.
2.sprint - I think humans should have increased max speed while sprinting.  <You must hold down sprint key while running, although I've had some success with just tapping it, as long as you remain going forwards, you still move fast... when you stop you must tap sprint again while moving to engage it again.>

Human guns
1.Chaingun - Give it a bit more accuracy.  It is impossible to shoot a basilisk or marauder.  <Not quite.  Chainguns have huge recoil.  Try crouching while using them, this stabilizes them much better.  If you have a battlesuit, it is automatically stabilized.>
2.proximity mine - You would use it like grenade, except it waits until an alien walks over it, then explodes.  Aliens could use wallwalk to dodge it, or maybe just jumping.  It shouldn't explode when humans walk over it.  But it is easy to accidentally do a TK, if an alien runs over the mine with a human nearby.
3.Lucifier cannon - Create a new skin, showing the heat level using a visible meter, instead of just the sound.

Human buildables
1.chaingun turret - upgraded machinegun turret, existing regular turrets would be upgraded using must a button labeled ''upgrade structure''.  Upgraded turrets should have better armor and do more damage when firing.

These are my ideas.

Fixed it for you.  :)  And I added some comments, in between the <  >  symbols.
Signature can be found here at Hard Light Productions

Haraldx

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Re: Some ideas for tremulous 1.2
« Reply #8 on: November 27, 2007, 01:25:29 pm »
answer to jr2
sprint - i know you have to tap it, but it is just some crazy button hitting! >:( and i have no succses on holding sprint down.

chaingun - i know also about the huge recoil, but try shooting with a battle suit a marauder or basilisk. almost all the time you kill them in accidents. though you wana kill them by aiming and shooting.

adv. tyrant - i mean it like, you shoot, it makes earthquake but in end explodes.

anyway, thanks for editting my post. :)
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

Steely Ann

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Re: Some ideas for tremulous 1.2
« Reply #9 on: November 27, 2007, 02:00:47 pm »
jr2

I think he means creating a small seismic wave (in a mostly straight line) that kind of "bursts" at the end of its range.

I'll refrain from making comments on practicality and balance.

googles

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Re: Some ideas for tremulous 1.2
« Reply #10 on: November 27, 2007, 09:46:45 pm »
i usally dont post in theses but i think a suicide dretch would pwn >.> i was playing around and made one it had the bite function but it redirected to the grenade explotion so when it bites a human it blows up and dies..just an idea

Overdose

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Re: Some ideas for tremulous 1.2
« Reply #11 on: November 27, 2007, 09:51:24 pm »
I would just like to point out the fact that you do not have to hold down the sprint button. Pressing it once while you are running, as long as you don't let go of a directional button, will keep you going...until you run out of stamina (like in a minute).
Chocolate Milk.

AKAnotu

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Re: Some ideas for tremulous 1.2
« Reply #12 on: November 27, 2007, 09:56:52 pm »
I have some ideas:

Aliens
1.Adv. granger - i think it's spit shot should be like a mobile trapper.
why would you need this? build a trapper or don't battlegranger
2.Tyrant - Remove the charging option.
the charge is being upgraded to become useful in 1.2. you may not have played the tjw yet but it's very, very awesome
3.Adv. tyrant - Give it the ability of making a earthquake.  First just creates a earthquake line but in the end explodes.
too powerful/not much incentive to use an evo for it  depending on how it's implemented. plus the explosion would be a little unnecicary
Alien buildables
1.None

Humans
1.battlesuit - Give it a radar with better range then helmets radar.
has been discussed before. would make the battlesuit unbalanced, as the extra armor is intentionally a trade off for the radar
2.sprint - I think humans should have increased max speed while sprinting.
unneeded. They're fast enough as it is, and the only time you'd need it is if you're being chased by a high level alien, in which case you have yourself to blame
Human guns
1.Chaingun - Give it a bit more accuracy.  It is impossible to shoot a basilisk or marauder.
chaingun+bsuit stops this
2.proximity mine - You would use it like grenade, except it waits until an alien walks over it, then explodes.  Aliens could use wallwalk to dodge it, or maybe just jumping.  It shouldn't explode when humans walk over it.  But it is easy to accidentally do a TK, if an alien runs over the mine with a human nearby.it wouldn't make anything care. dretches don't give enough creds to make this matter and a goon/tyrant would just regen back
3.Lucifier cannon - Create a new skin, showing the heat level using a visible meter, instead of just the sound.
a visible meter would be hard to code. I'd suggest implementing it in the HUD, like a tyrant charge meter
Human buildables
1.chaingun turret - upgraded machinegun turret, existing regular turrets would be upgraded using must a button labeled ''upgrade structure''.  Upgraded turrets should have better armor and do more damage when firing.
this would make human bases nearly impossible to attack. tyrants are already pretty damaged by turrets
These are my ideas.

EDIT: Thanks to the guy who fixed all the grammar.
EDIT: Fixed some things by my own.

Haraldx

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Re: Some ideas for tremulous 1.2
« Reply #13 on: November 29, 2007, 01:09:51 pm »
about the chaigun turret i was also thinking... and yes it sound overpowered.
about prox. mine i just thinked out that it isnt so bad! because dretch gives 200 creds. and if he has been chased and shooting upon him very much it will give bonus creds!
i have played on tjw but ... there was only 1 human :(
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

AKAnotu

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Re: Some ideas for tremulous 1.2
« Reply #14 on: November 29, 2007, 11:17:09 pm »
about the chaigun turret i was also thinking... and yes it sound overpowered.
about prox. mine i just thinked out that it isnt so bad! because dretch gives 200 creds. and if he has been chased and shooting upon him very much it will give bonus creds!
i have played on tjw but ... there was only 1 human :(
dretch gives 175

Caveman

  • Guest
Re: Some ideas for tremulous 1.2
« Reply #15 on: November 30, 2007, 12:09:53 am »
No WAY!
In Harald's lalaland the dretch is worth 200cr and the granger are BlackOPs.

Haraldx

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Re: Some ideas for tremulous 1.2
« Reply #16 on: November 30, 2007, 01:29:07 pm »
 ??? but when i kill a dretch i get 200 creds not 175. WTF ?
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

blood2.0

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Re: Some ideas for tremulous 1.2
« Reply #17 on: December 08, 2007, 04:20:12 am »
his only good idea is the land mine but it should be altra powerfull enough to blow anything in a 3 ft of it to shreds plus you should be able to tk even if ff is off with it and if you step on it you turn into flame and die.  oh but they only kill if you run over them not into them so you can push them along the ground into the humans base
THAT WOULD BE REALLY FUN!!!!!!!!!!!!!!!!!!!!

AKAnotu

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Re: Some ideas for tremulous 1.2
« Reply #18 on: December 08, 2007, 11:11:30 pm »
his only good idea is the land mine but it should be altra powerfull enough to blow anything in a 3 ft of it to shreds plus you should be able to tk even if ff is off with it and if you step on it you turn into flame and die.  oh but they only kill if you run over them not into them so you can push them along the ground into the humans base
THAT WOULD BE REALLY FUN!!!!!!!!!!!!!!!!!!!!
AND ALSO REALLY UNBALANCED!!!!!!!!!!!

blood2.0

  • Guest
Re: Some ideas for tremulous 1.2
« Reply #19 on: December 09, 2007, 08:48:48 am »
his only good idea is the land mine but it should be altra powerfull enough to blow anything in a 3 ft of it to shreds plus you should be able to tk even if ff is off with it and if you step on it you turn into flame and die.  oh but they only kill if you run over them not into them so you can push them along the ground into the humans base
THAT WOULD BE REALLY FUN!!!!!!!!!!!!!!!!!!!!
AND ALSO REALLY UNBALANCED!!!!!!!!!!!
SO STILL REALLY FUN !!!!!!!!!!
WHO CARES ABOUT BALANCE JUST MAKE THE CHANGES OK! 

Critters

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Re: Some ideas for tremulous 1.2
« Reply #20 on: December 10, 2007, 02:29:32 am »
answer to jr2
sprint - i know you have to tap it, but it is just some crazy button hitting! >:( and i have no succses on holding sprint down.

chaingun - i know also about the huge recoil, but try shooting with a battle suit a marauder or basilisk. almost all the time you kill them in accidents. though you wana kill them by aiming and shooting.

adv. tyrant - i mean it like, you shoot, it makes earthquake but in end explodes.

anyway, thanks for editting my post. :)


Dude....you don't have to tap it....it works just fine for me without taping
333 .....I'm only half evil

jr2

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Re: Some ideas for tremulous 1.2
« Reply #21 on: December 10, 2007, 04:16:46 pm »
Well... for me, it works better if you just tap it, 'cause it leaves my fingers more free to move.  As long as W is still being held, it continues to sprint.  You could hold it down, but it makes it harder to dodge, IMHO (at least, harder on your hands!)
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epsy

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Re: Some ideas for tremulous 1.2
« Reply #22 on: December 10, 2007, 06:29:22 pm »
his only good idea is the land mine but it should be altra powerfull enough to blow anything in a 3 ft of it to shreds plus you should be able to tk even if ff is off with it and if you step on it you turn into flame and die.  oh but they only kill if you run over them not into them so you can push them along the ground into the humans base
THAT WOULD BE REALLY FUN!!!!!!!!!!!!!!!!!!!!
AND ALSO REALLY UNBALANCED!!!!!!!!!!!
SO STILL REALLY FUN !!!!!!!!!!
WHO CARES ABOUT BALANCE JUST MAKE THE CHANGES OK! 

i believe i share the dev's opinions when i say
NO/NOT OK
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
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