Author Topic: Claymore Proximity Mines  (Read 25405 times)

Taiyo.uk

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Re: Claymore Proximity Mines
« Reply #30 on: January 22, 2008, 12:57:34 am »
Well... Small alien "mines" were suggested before. Small acid sacks that explode when a human treads on the surrounding creep.

mooseberry

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Re: Claymore Proximity Mines
« Reply #31 on: January 22, 2008, 01:10:15 am »
So...

Why again exactly do the humans need more defensive weapons?

Don't the aliens get any new toys?

1. Makes the game more fun

2. i'M SURE WE'LL THINK OF SOMETHING.  ;)
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mooseberry

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Re: Claymore Proximity Mines
« Reply #32 on: January 22, 2008, 02:28:12 am »
Here is a quick mine I whipped up in under 30 min so it's not very good, but it is just an idea I got so...  ;)

Also textures need work I know, but I was lazy so... I will make them awesome if I see the need to continue on it.  :)

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Lava Croft

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Re: Claymore Proximity Mines
« Reply #33 on: January 22, 2008, 08:51:53 am »
Dear Optimus, the fact that your all-seeing eye does not spot me on different servers than SatGNU doesn't mean that I don't play on other servers. You know, you might just be playing with or against me under some lame alias. And you have, much more often than you probably realize.
Also, since I started playing Tremulous at some point, I also had to learn the game mechanics at some point, just like any other player. The time I was learning the game mechanics was the time I was a newbie.

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Re: Claymore Proximity Mines
« Reply #34 on: January 22, 2008, 07:51:56 pm »
Dear Lava Croft, you made my day.
share us the gloom experiences with camping vs mines pls. or.. any gloomers nearby?
I'd try it more but i need to study nowadays.
it is the most similar game to trem i'd guess.

I liked the previous mine model better -.-

they could automatically blow after a time... or sooner or later they would flood the entire map if aliens are not that active.

placing them on small escaping spots could reduce eggspamming a bit...
success is the ability to go from failure to failure without losing your enthusiasm

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Sanity

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Re: Claymore Proximity Mines
« Reply #35 on: January 22, 2008, 08:14:18 pm »
Great idea but aliens need some new things as well to balance it out. explodin barricades which destroy everything without 50 metres.

Revan

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Re: Claymore Proximity Mines
« Reply #36 on: January 23, 2008, 02:01:28 pm »
So...

Why again exactly do the humans need more defensive weapons?

Don't the aliens get any new toys?

Funny you mentioned it...

There could be a whole new alien class this could be called the "generally sneaky uber-1337 alien" or something
It could be all sorts of new ideas:
    Cloaking!
    A creep ball thing like a combination of granger spit and a mine
    A bunch of other ideas that I forgot  ???

Now about the human mine:
    naked humans -- and suits? -- could see the mine better than aliens but not how or what range it is triggered
    humans with helmets could see little bubbles around prox. mines (kind of like in KOTOR) and lines for laser-triggered mines

btw. KOTOR means: Star Wars: Knights Of The Old Republic, pity humans cant have lightsabers in trem
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mooseberry

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Re: Claymore Proximity Mines
« Reply #37 on: January 24, 2008, 12:53:36 am »
Funny you mentioned it...

There could be a whole new alien class this could be called the "generally sneaky uber-1337 alien" or something

Basilisk anyone?
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Lava Croft

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Re: Claymore Proximity Mines
« Reply #38 on: January 24, 2008, 02:36:05 am »
Gloom mines make each other explode, so you usually only needed one Hatchling (equivalent of the Dretch) to blow up most mines places in a tight hallway. Camping in Gloom is way different from Tremulous, merely because the base structures are much weaker, and every Alien class can attack the defenses. Apart from that, Gloom had sported some serious explosives, which more often than not resulted in someone at least once per game mis-dropping his C4 or mis-aiming his rocket (or better, have a small Alien 'catch' the rocket), which meant most of the team and their defenses being blown up. That said, do not think Gloom was without camping, it's simple rock-paper-scissor system allowed for easy camping, only it was(is?) much less dependant on the base.
Thanks to a certain coder taking over the main Gloom development and making changes to the game he deemed 'cool', Gloom games would drag on and on and on and on and on, helped by some serious chokepoint maps, where the only thing between the Human and the Alien base would be a hallway about as wide as the hitbox of a fat Alien (Stalker). In this regard, Tremulous games are far less stale, and much more susceptible to change. This is all what I think about it though, I haven't been with Gloom from the start, so I would not really know how it was in the early days.

A side note: If you make mines cost build points (which is logical) the chances of them being spammed all over the map and actually being useful are rather slim.

Risujin

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Re: Claymore Proximity Mines
« Reply #39 on: January 25, 2008, 01:13:59 am »
That said, do not think Gloom was without camping, it's simple rock-paper-scissor system allowed for easy camping, only it was(is?) much less dependant on the base.

No wonder Norfenstein goes bug-eyed and screams "Tremulous does not do paper rock scissors!!!!!" at random times in IRC. Then we give him his meds and the Gloom nightmares pass.


Thanks to a certain coder taking over the main Gloom development and making changes to the game he deemed 'cool', Gloom games would drag on and on and on and on and on, helped by some serious chokepoint maps, where the only thing between the Human and the Alien base would be a hallway about as wide as the hitbox of a fat Alien (Stalker).

No wonder you hate modders so much. :(
This post has been very enlightening.

A side note: If you make mines cost build points (which is logical) the chances of them being spammed all over the map and actually being useful are rather slim.

Logically they should work like grenades, costing credits and rewarding kills. Practically speaking, they are useful for catching fleeing Aliens if you cleverly put them in escape routes. You could balance them by giving them a very short (2 sec) timer which would give the Alien enough time to defuse it by slashing the mine. If you're paying attention you can get them in time, if they're in a novel location or you're half-asleep you get hit. Price them at around 300 credits (not worth a Dretch) and people won't spam them quite so much.

Revan

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Re: Claymore Proximity Mines
« Reply #40 on: January 25, 2008, 02:33:08 pm »
Funny you mentioned it...

There could be a whole new alien class this could be called the "generally sneaky uber-1337 alien" or something

Basilisk anyone?
Yes I thought about it but this would have too many abilities to keep just lisk and adv lisk
something else i thought of:
a sort of hybrid granger/lisk that can build special things like:
a timed acid launcher (and for s3-s4 a cloaked version) aim it, build it and RUN! 5 sec later it explodes like the OM and shoots a goon barb the cloaked version would be very useful during SD to take down the arm



also the 300 credit idea sounds pretty good but it also needs to be low enough to allow enough mines to be useful
also have special mines (or a setting on standard mine?) that makes them only blow up if a goon/rant/whatever goes by instead of wasting them on dretches, these would have to be more expensive, I also like the idea of the 2 sec delay
an interesting idea for a sticky mine is this:
aliens have resorted to egg spam
1. stick a mine to a egg
2. dretch spawns
3. mine blows up killing the dretch and egg
4. you see on the chat: "WTF? SHIT YOU ASS SPAWN CAMPER!"
5.  ;D ;D ;D

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tyranis

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Re: Claymore Proximity Mines
« Reply #41 on: January 26, 2008, 04:33:44 pm »
I can't wait to see the tk whining from this.

mooseberry

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Re: Claymore Proximity Mines
« Reply #42 on: January 26, 2008, 08:51:00 pm »
Maybe if you have a helmet or bsuit on, the mines are kind of glowy red or something, that way it would be easier to spot.
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AKAnotu

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Re: Claymore Proximity Mines
« Reply #43 on: January 27, 2008, 03:35:56 am »
It's been discussed, and decided that mines wouldn't carry a trem "feel"
they'd either do too much damage and become incredibly cheap (fights tend to last 2-10 seconds, tops), or not even make a scratch

mooseberry

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Re: Claymore Proximity Mines
« Reply #44 on: January 27, 2008, 04:28:48 am »
Well I think it could work.  :)

:mine:  :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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Lava Croft

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Re: Claymore Proximity Mines
« Reply #45 on: January 28, 2008, 06:50:08 pm »
@Risujin: The rock-paper-scissor mechanics is what made Gloom into a seriously mind-numbing affair.

That 'certain coder' was not exactly a modder, the creators of Gloom actually handed the source over to him, so he could babysit it.

The mines should in my view just be treated like any buildable, building them should remove points from the build pool, not cost money like grenades. A grenade is a weapon, a mine is not a weapon but a buildable. At least, in my small world.