Author Topic: Just a load of ideas, havent really given them much thought.  (Read 5537 times)

Aziere

  • Posts: 36
  • Turrets: +0/-0
Still would like to share with everyone what I've come up with so far though.

1&2 are closely aligned, so read them together for the full usefulness.

1. Making it possible to build anywhere that isn't powered. Colors could be: Green, powered by something in the vicinity. Blue, not powered by anything in the vicinity. Red, not place'able, because of terrain issues.

2(when considering 1 available). Making battery packs act like portable repeaters as well. Anything you're near you will power, though it has a very low radius. Would make it easier and faster to make a forward base for humans, as they can put up turrets first, and the rest of the buildings they want.

3. Remove deconstruction timer. I know it's a server setting, but I'd see this as feedback for the whole community. It really doesn't help with anything, not even tkers. By removing it, it will be much easier to relocate buildings, which will make the game more flowing as well.

4. Tracking disruptor. Either as a backpack for humans, or as a building. It would make both the aliens and the humans tracking functions stop working. I don't see the logic with it, but I see the usefulness from a gameplay perspective.

5. Portable turrets for humans. You buy them like a grenade and use them, which will set them up in front of you. They are weaker than regular turrets, but with more range, though it cannot spin around on an axle, and therefor only can aim forward. Very easily destroyed.

6. Make it possible to choose spawning location when you die. Hard to implement, but extremely useful and adds a lot to the gameplay.

7. Increase credit and evolution gain when you're not in a vicinity of a building. Would make it more useful to leave the base, as you'll more quickly will get the equipment you want.

8. Dretch to Granger evolution option. So one could easily switch between Dretch and Granger when needed. Slight issue with wallwalking to a ledge you can stand on, switch to Granger and then build, but I can't think of many, if not any, where it could be used on. It's an issue for mapmakers, not really for the game. As for the reason, would give aliens a little more flexibility.

I have not really thought about drawbacks, because I feel its somewhat pointless to. I don't know what the developers aims with the game is. Therefor, I can only give them ideas. They will have to be the ones to consider them.

Though feel free to discuss as always, new ideas are brought up that way :P

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
Just a load of ideas, havent really given them much thought.
« Reply #1 on: May 19, 2006, 05:59:33 pm »
point 8 would make adv. granger useless. you would just get where you want with the dretch-wallwalk even on s1, that would change tactics again.

Teiman

  • Posts: 286
  • Turrets: +0/-0
Re: Just a load of ideas, havent really given them much thou
« Reply #2 on: May 21, 2006, 05:44:55 pm »
Quote from: "Aziere"

1. Making it possible to build anywhere that isn't powered. Colors could be: Green, powered by something in the vicinity. Blue, not powered by anything in the vicinity. Red, not place'able, because of terrain issues.


no placeable = red
unpowered = gray
powered = green

chompers

  • Posts: 224
  • Turrets: +4/-0
Re: Just a load of ideas, havent really given them much thou
« Reply #3 on: May 22, 2006, 07:09:01 am »
#1 would work and have little downside, but with #2 it would be very overpowered.

#3 Disagree, if anything decon timer should be a bit longer. One thing I would like to see - construction as it is done currently should take longer, BUT, a ckit human should be able to stand at the structure being built and speed it up with the repair function. Multiple builders working together should be able to put up a reactor in far less time.

#4 would be interesting to see.

#5 I think proximity mines would be a lot better than portable turrets. Aliens would need something to balance it out though. Advanced dretches who can spit like a trapper would be a good balancer and a lot of fun. Both of those would be s3 only.

#6 Maybe it would not be so hard to implement this. If you put the spectator camera at the spawn you'll come out of, you could cycle through spawns with the mousewheel. This would be very powerful for aliens though.

#7 is a good idea. One way to implement this is to slow down the timer for humans 'free' money when they're in a powered area, and speed it up when they're near creep.

#8 Really bad idea for many reasons. Egg hunts are bad enough already without having to chase after every dretch you see.

BabyAlien

  • Posts: 58
  • Turrets: +0/-0
Just a load of ideas, havent really given them much thought.
« Reply #4 on: May 23, 2006, 03:30:58 am »
#4 - Tracking disruptor...

One way that I could see this being useful and not too unbalancing would be to have and 'advanced dretch' that could sit totally still and go off of the humans radar.  It is reasonable and would give a bit more value to the poor dretch after S2.  (maybe a slight HP bump too?)

For the humans it might make sense to say that b-suits could do a similar thing, or perhaps they have to be closer in proximity before the will show up on the alien radar, since their vital signs are hidden behind cold steel.
ah, that wasn't a tyrant you killed, it was just a baby tyrant.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Just a load of ideas, havent really given them much thought.
« Reply #5 on: May 23, 2006, 09:28:00 am »
Quote from: "BabyAlien"
#4 - Tracking disruptor...

One way that I could see this being useful and not too unbalancing would be to have and 'advanced dretch' that could sit totally still and go off of the humans radar.  It is reasonable and would give a bit more value to the poor dretch after S2.  (maybe a slight HP bump too?)

For the humans it might make sense to say that b-suits could do a similar thing, or perhaps they have to be closer in proximity before the will show up on the alien radar, since their vital signs are hidden behind cold steel.

Unfortunately, this could have a negatife effect of the endgame hunting. Well, not the battlesuit but the stealth dretch will :)

Also, alien radar sense is buggy enouth already without the need to hide some more humans from it.
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.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
Just a load of ideas, havent really given them much thought.
« Reply #6 on: May 23, 2006, 09:48:42 am »
proximity mines would be overpowered, especially if they are cheap/powerfull.

immagine a team plastering the map with mines... this would really suck.

To balance the mine there should be a signal indicating its going to blow, so the alien can eventually get away.

or you have to implement a "sapper alien"^^

chompers

  • Posts: 224
  • Turrets: +4/-0
Just a load of ideas, havent really given them much thought.
« Reply #7 on: May 24, 2006, 04:34:25 am »
What I was thinking for prox mines wouldn't be overpowered. They'd be limited either by one per player or by a 90 second timeout. They would do radial damage of 200 at the core, 0 at the extremities with a range of 200. They would trigger at about the 100 damage mark and take 1/2 a second to arm. This would allow a savvy basilisk to creep up on one, trigger it, and get out of there alive but barely. Marauders and dragoons could easily avoid them. The main use would be for holding back dretches and weakening tyrants in the end game. Theyd be a stage 3 item, worth 200.

I reckon it would balance nicely with the 1 point advanced dretch. You'd have a mobile trapper that can either work as a support unit or hide somewhere high and jump in for the kill once it hits. They'd have to have slowly regenerating shots similar to the Adv. goon.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
Just a load of ideas, havent really given them much thought.
« Reply #8 on: May 24, 2006, 08:08:47 am »
Quote from: "chompers"
What I was thinking for prox mines wouldn't be overpowered. They'd be limited either by one per player or by a 90 second timeout. They would do radial damage of 200 at the core, 0 at the extremities with a range of 200. They would trigger at about the 100 damage mark and take 1/2 a second to arm. This would allow a savvy basilisk to creep up on one, trigger it, and get out of there alive but barely. Marauders and dragoons could easily avoid them. The main use would be for holding back dretches and weakening tyrants in the end game. Theyd be a stage 3 item, worth 200.

I reckon it would balance nicely with the 1 point advanced dretch. You'd have a mobile trapper that can either work as a support unit or hide somewhere high and jump in for the kill once it hits. They'd have to have slowly regenerating shots similar to the Adv. goon.


how would you design it that its limited to one per person?
you mean like the nade?
this would mean, the humans would have another explosive that is even more powerfull, and with enough kills, you still can plaster the map with mines (encourages camping on non FF servers, luring aliens into mines)

Neo

  • Posts: 760
  • Turrets: +2/-0
Just a load of ideas, havent really given them much thought.
« Reply #9 on: May 24, 2006, 01:36:54 pm »
Yeah, knowing humans they'd spam them everywhere. It would be humorous to watch while spectating but not as an alien.

chompers

  • Posts: 224
  • Turrets: +4/-0
Just a load of ideas, havent really given them much thought.
« Reply #10 on: May 25, 2006, 11:00:58 am »
I mean if you have an unexploded mine out there, you can't buy another one. You would keep a detonator in your inventory even after you placed the mine - to place another mine you'd have to manually detonate the first one to free up the inventory slot you need to buy it. So, in a 4 vs 4 game there'd never be more than 4 mines active.