Author Topic: Two New ideas:  (Read 7652 times)

Mangler

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Two New ideas:
« on: May 24, 2006, 09:05:06 pm »
The Moth;

Why: The Aliens need a flying creature, true crawling on walls and jumping off hoping to hit your target can be fun AND frustrating. These critters really need some kind of flying form, perferably with ranged weapons.

How:

The Moth is a fairly low level form, after advanced dretch, but before
Marauder.

Its flight model will work something like the jetpack, but more 'organicly':
The Moth (much like a real Moth, but uglier) flies by flapping its wings, giving it somewhat of an uneven flight pattern (each flap moves it up but not always the same ammount). It can keep hovering like the JP, and glide/flap its wings to go up/down. Its forwards travel is much faster than the JP.
BUT stopping and turning is hard for the Moth, it tends to 'glide' when stopping and turns drunkenly. It also flies very slowly when going backwards.

Its few weapons are quite deadly when used correctly and with a good aim:

-Acid Glob/Bomb: The Moth launches a blob of explosively unstable Acid which  inherits the Moths current velocity and direction, but due to its weight the Glob falls pretty quickly.
When it hits ANYTHING it explodes spraying the whole area with corrosive acid (No-effect on Aliens). Anything taking a direct hit takes heavy damage, but the acid spray works poorly against Armored targets (Battle suits, Reactors, Armories).


-Poison Quills: If the Moth had a melee weapon this would be it, the Moths wings are covered in small Quills which when 'thrown' spread out in a wide random pattern, almost garunteeng a hit, but few Quills will hit at long range. The fire rate is quite slow but there are 7 to 9 in a volley, each does minimal damage but the poison's effect is cumulative. The Moth only has a supply of about 4 Volleys worth of quills before it has to regenerate them.

The Moth itself only has about 90 HP, as its usually flying it's a popular target for ranged MG fire. Its slightly uneven wingstrokes and poor turning can be used to take evasive action, but at close range the Moth will get swatted fast. The Moth however does not HAVE to fly; flight mode can be toggled on/off like the JetPack, however its slow on land and cannot cling to celings.

The Plasma Howitzer;

A Devastating new building for the Human Army, it works just like it sounds:
It fires a superheated ball of radioactive plasma at a high velocity and low angle. Anything it hits gets Crispy Fried, like a Lucifer Cannon at full power.

The disadvantages however:
It only has  a 90 degree angle of fire, which cannot be changed.
It NEEDS a repeater, or reactor nearby to fire.
It Also needs a Gunner to aim and fire the weapon.
The Gunner is exposed and not well protected by the weapon itself, and the gunner cannot use his regular weapons when using the Howitzer.
The Gunner cannot have Battle Armor, just regular armor.
Slow rate of fire (about once a second)

The Advantages:
Major damage potential
Infinite ammunition (energy based)
Quick projectiles (three times the speed of a lucifer cannon blast)

Which means that any alien that get behind the weapon can wreak havoc on it and the gunner. The gunner can bail out of the weapon emplacement but, it takes a moment.

Also they are expensive; 15 points to build... and not much stronger than most turrets.

Survivor

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Re: Two New ideas:
« Reply #1 on: May 24, 2006, 09:27:33 pm »
Quote from: "Mangler"
The Moth;

Why: The Aliens need a flying creature,


Said from the beginning: no flying aliens.

Quote from: "Mangler"

The Plasma Howitzer;

A Devastating new building for the Human Army, it works just like it sounds:
It fires a superheated ball of radioactive plasma at a high velocity and low angle. Anything it hits gets Crispy Fried, like a Lucifer Cannon at full power.

The disadvantages however:
It only has  a 90 degree angle of fire, which cannot be changed.
It NEEDS a repeater, or reactor nearby to fire.
It Also needs a Gunner to aim and fire the weapon.
The Gunner is exposed and not well protected by the weapon itself, and the gunner cannot use his regular weapons when using the Howitzer.
The Gunner cannot have Battle Armor, just regular armor.
Slow rate of fire (about once a second)

The Advantages:
Major damage potential
Infinite ammunition (energy based)
Quick projectiles (three times the speed of a lucifer cannon blast)

Which means that any alien that get behind the weapon can wreak havoc on it and the gunner. The gunner can bail out of the weapon emplacement but, it takes a moment.

Also they are expensive; 15 points to build... and not much stronger than most turrets.


An overpowered weapon for those corridors where humans so like to camp. and just adding a turret or tesla to cover the back would negate all it's disadvantages.
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BabyAlien

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Two New ideas:
« Reply #2 on: May 24, 2006, 10:31:41 pm »
I wonder if all the suggestions of flying aliens are for the sake of balancing out the awesome power jetpackers can have in some areas of maps, considering they can be nearly impossible to hit by aliens.

Maybe an advanced dretch that is more flea like.  It has a pounce like a dragoon, yet doesn't do extra dammage beyond the normal.  I could imagine crawling up a wall and jumping onto a jetpacker and hanging on.  Or perhaps the advanced basilisk could have the ability to leap off of the wall or ground and grab a jetpacker, hauling them down.  

It couldn't be too easy to execute though or it would take away a key advantage of the humans.  

Perhaps the adv bas's jump+grab would be tempered by the fact that it can't attack in the air.  If it gets it's prey to the ground, THEN it can start attacking it.
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Mangler

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Two New ideas:
« Reply #3 on: May 25, 2006, 02:17:17 am »
If Aliens had ONE decent ranged attack then perhaps JetPackers would have a harder time. Aliens COMPLETELY lack any mid or long ranged attack.
(except for the buildings which I've never seen used offensively to any effect against JP's)

IF you can find a good spot in mid-air a jetpack is TOTALLY unreachable.
(or nearly so)

The Howitzer should be hella powerful, but perhaps its cost is too cheap...20 points would then be less of a bargain and more of a choice for offensive type forward bases. (at the cost of 2 defensive turrets)

Any Half competent Dretch can walk around it or wait for it to fire and kill the gunner. Powerful, yes, weak, YES. Without the gunner its harmless. Remember its NOT an autoturret. 2 of any fast alien at once would probably overwhelm a single Howitzer.

Catalyc

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Two New ideas:
« Reply #4 on: May 25, 2006, 02:28:08 am »
whats up with people thinking that a single lonely human camping with a jetpack in an unreachable spot is of any harm?
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stahlsau

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Two New ideas:
« Reply #5 on: May 25, 2006, 10:25:53 am »
Quote
whats up with people thinking that a single lonely human camping with a jetpack in an unreachable spot is of any harm?

That's exactly the point. Just don't care about them.

Anyways, i like the ideas with the moth and the other thing - although i'm afraid they won't make it into the game because it's always a big issue to balance the teams. But of course, in long term sight, it can only be good to add some more creatures/accessories to the game.

SLAVE|Mietz

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Two New ideas:
« Reply #6 on: May 25, 2006, 10:41:36 am »
Quote from: "Mangler"
If Aliens had ONE decent ranged attack then perhaps JetPackers would have a harder time. Aliens COMPLETELY lack any mid or long ranged attack.
(except for the buildings which I've never seen used offensively to any effect against JP's)

.


Adv. Granger, Adv. Goon (read the manual about that)

chompers

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Two New ideas:
« Reply #7 on: May 25, 2006, 10:54:53 am »
Sometimes in ATCS, while youre harrassing the human base at stage 2 and you get pretty damaged by the turrets, then its fun to go outside and try a few pounce launches at the idiot jetpacker. Works best if you have booster poison going. Other than that you can just ignore that guy, unless he is a crack shot with mass driver hitting dretches, in which case use the side tunnel if you have to be a dretch.

On uncreation, the high spot in the center that the jetpack guy likes to go for whatever reason is beyond reach for a goon pounce, that's when you need your adv. goon to pounce and then snipe from the top of the pounce.

It's usually a pretty easy kill, with the bonus that you can insult the guy afterwards for being that jetpack retard.

Survivor

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Two New ideas:
« Reply #8 on: May 25, 2006, 10:59:26 am »
Ways to bring down a jetpacker:

Adv granger: blob hits jp, jp loses height, other alien finishes the work

Adv goon: barbs and pounce, finish it
Goon: pounce, finish it
Adv Marauder: Use some bounces of walls to get the height, lightning to bring it down, finish it
Marauder: Some bounces of wall to get height, hit jp to make it lose height finish it.
Poison for any of these will make it even easier.

Hive: pretty effective to prevent them from gaining any height to begin with.

1337 players use the adv basilisk poison gas when there is a ceiling above the jetpacker.
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chompers

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Two New ideas:
« Reply #9 on: May 25, 2006, 11:06:07 am »
yea adv basi is always an option for that spot on uncreation, and it has the whole comedy thing going for it, but that jetpack guy is usually not worth wasting the 1 point. If there's two of them though...

Teiman

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Two New ideas:
« Reply #10 on: May 26, 2006, 07:30:23 pm »
I often play Quake1 with a mod that able you to play as a Fiend against humans, and Its lotsa fun!.  This type of alien first attack is a loong jump that damage on inpact. I know we already have aliens that jump, but not a special one like the Fiend of Quake1. If some type is modified or added, I will love to see a Fiend alike alien on Tremulous.

next_ghost

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Two New ideas:
« Reply #11 on: May 27, 2006, 09:58:48 am »
Quote from: "Teiman"
This type of alien first attack is a loong jump that damage on inpact. I know we already have aliens that jump, but not a special one like the Fiend of Quake1.


You mean something like dragoon's pounce attack?
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Teiman

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Two New ideas:
« Reply #12 on: May 27, 2006, 11:40:25 am »
Quote from: "next_ghost"
Quote from: "Teiman"
This type of alien first attack is a loong jump that damage on inpact. I know we already have aliens that jump, but not a special one like the Fiend of Quake1.


You mean something like dragoon's pounce attack?


The pounce move is secondary, and the unit is big. Also you need to "charge" it, so is slow for moving. While fiends no need to charge, so you can jump and jump and jump. Maybe is the dragoons pounce attack dilued?

SLAVE|Mietz

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Two New ideas:
« Reply #13 on: May 27, 2006, 11:48:56 am »
Quote from: "Teiman"
Quote from: "next_ghost"
Quote from: "Teiman"
This type of alien first attack is a loong jump that damage on inpact. I know we already have aliens that jump, but not a special one like the Fiend of Quake1.


You mean something like dragoon's pounce attack?


The pounce move is secondary, and the unit is big. Also you need to "charge" it, so is slow for moving. While fiends no need to charge, so you can jump and jump and jump. Maybe is the dragoons pounce attack dilued?


You just have to practice charging the pounce in flight, so you can use it "continuously". Its only a matter of practice, so you can use it like you stated.

Stof

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Two New ideas:
« Reply #14 on: May 27, 2006, 01:01:38 pm »
Quote from: "SLAVE|Mietz"
You just have to practice charging the pounce in flight, so you can use it "continuously". Its only a matter of practice, so you can use it like you stated.

Wow ! I didn't knew about that one :)
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werepants

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Two New ideas:
« Reply #15 on: May 30, 2006, 12:29:14 am »
Quote from: "BabyAlien"

Maybe an advanced dretch that is more flea like.  It has a pounce like a dragoon, yet doesn't do extra dammage beyond the normal.  I could imagine crawling up a wall and jumping onto a jetpacker and hanging on.

This is my favorite idea i have heard of an adv. dretch.  I think adding a pounce(and maybe one that was super strong speed-wise but did no extra damage) would be in-line with the feeling of the dretch.  It could use some additional mobility later in the game to shoot over turrets and stuff, because wall walking just doesn't cut it.  And I think grabbing on to things would be awesome.
For instance -
attack-happens without input from user, like normal.  

mouse1 - cling.  do half damage to human, but remain attached until human jumps.  when human jumps and removes you, lose some hp.  if you cling on the front of a human, human can shoot you.  does not work on flying opponents.  release to leave human without taking damage.

mouse2 - charge the pounce.  the dretch can already cover a lot of ground quickly, but this would be great for fleeing Bsuits and hitting jetpackers.

this would be fun, not overpowered, and very dretch-like, imo.  add more hitpoints to make it a viable basilisk replacement and s3 alien.

Paradox

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Two New ideas:
« Reply #16 on: May 30, 2006, 01:05:29 am »
could the jetpack just have a limit, say 10 secs, becasue thats all most people need for building and escaping.

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Liszasabi

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Two New ideas:
« Reply #17 on: May 30, 2006, 07:13:53 pm »
Yes, flying alien is usefull for alien team in anything. Regenerating when off 20-30 jetpack time would be best way for immortal jetpackers
img]http://img47.imageshack.us/img47/2578/4696317170gl.gif[/img]