Author Topic: game ideas  (Read 4520 times)

monsto

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game ideas
« on: June 01, 2008, 09:12:00 am »
i've been playing trem for about a month now, and one of the biggest things i've noticed is players ganking the constructions put up by other players. If someone, for whatever reason, thinks "your doing it wrong!" (exact quote including grammar) then they'll run around destructing crap and generally screwing it up.

idea 1:
has there been any thought given to conditional timers on constructs? by conditional i mean for example, if i make a turret, then it cant be destroyed by another player until a condition is met:
1) X amount of time passes
2) Constructor can't build (they're not a granger or they sold the constructor)
3) Constructor leaves the server
there's other conditions as well, but these would cover most scenarios.

idea 2:
what if there were 'power zones' in the map that multiplied the power of the OM/Reactor?

example scenario, map ATCS: the game would start with both 'brains' (i dunno what you call them, but ima use that word) where they are now. a 1.0 multiplier area. the center building might be a 2.0 multiplier. Move your brain there to take advantage of it. if the tunnel that connects the 2 bases had an "area" in there somewhere, that might be a 1.5 multiplier area. moving your brain there would give you more sentience/power to run stuff, giving you better capabilites to win the map. it would also give the players soemthing legit to fight over besides the mere destruction of the other team. cuz even if you don't WNAT to take that area, you'd better keep the other guys from getting a foothold there.


idea 3:
additional constructs that are cheap but effective.
1) human barricade (a jersey barrier topped with fence)
2) alien chitinous web (shoots out 128 units from the surface where it was planted)
the barricade would be limited relative to the chitinous web, cuz it can only go flat on the ground. to balance, it should be a bit stronger than it's counterpart.

this came to mind because the alien base never really looks like it's all that infested (= putting up a bunch of 1 sentience webs would help that look as well as being somewhat effective.
« Last Edit: June 01, 2008, 09:15:24 am by monsto »

Kaleo

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Re: game ideas
« Reply #1 on: June 01, 2008, 09:15:31 am »
idea 1:
has there been any thought given to conditional timers on constructs? by conditional i mean for example, if i make a turret, then it cant be destroyed by another player until a condition is met:
1) X amount of time passes
2) Constructor can't build (they're not a granger or they sold the constructor)
3) Constructor leaves the server
there's other conditions as well, but these would cover most scenarios.

Not a bad idea, but I doubt it will ever be implemented.

idea 2:
what if there were 'power zones' in the map that multiplied the power of the OM/Reactor?

example scenario, map ATCS: the game would start with both 'brains' (i dunno what you call them, but ima use that word) where they are now. a 1.0 multiplier area. the center building might be a 2.0 multiplier. Move your brain there to take advantage of it. if the tunnel that connects the 2 bases had an "area" in there somewhere, that might be a 1.5 multiplier area. moving your brain there would give you more sentience/power to run stuff, giving you better capabilites to win the map. it would also give the players soemthing legit to fight over besides the mere destruction of the other team. cuz even if you don't WNAT to take that area, you'd better keep the other guys from getting a foothold there.

That's what we have eggs and repeaters for.
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monsto

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Re: game ideas
« Reply #2 on: June 01, 2008, 09:18:07 am »
eggs and repeaters multiply the power/sentience of the reactor/om?

Kaleo

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Re: game ideas
« Reply #3 on: June 01, 2008, 10:29:40 am »
You can build near eggs and repeaters even if the reac/OM is elsewhere.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
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monsto

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Re: game ideas
« Reply #4 on: June 01, 2008, 10:42:18 am »
yes but that's not the point. the point is to give an incentive to build elsewhere. if building elsewhere gives you 2x the sentience/power, and there's only 1 of those places in a map, it would be very contentious.

Survivor

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Re: game ideas
« Reply #5 on: June 01, 2008, 11:14:36 am »
i've been playing trem for about a month now, and one of the biggest things i've noticed is players ganking the constructions put up by other players. If someone, for whatever reason, thinks "your doing it wrong!" (exact quote including grammar) then they'll run around destructing crap and generally screwing it up.

idea 1:
has there been any thought given to conditional timers on constructs? by conditional i mean for example, if i make a turret, then it cant be destroyed by another player until a condition is met:
1) X amount of time passes
2) Constructor can't build (they're not a granger or they sold the constructor)
3) Constructor leaves the server
there's other conditions as well, but these would cover most scenarios.

These would cover most scenarios where a good setup would be deconstructed by a bad builder. They do not cover all those scenarios where a bad builder is building and costing you the game, nor do they cover some of the scenarios in basemoving in 1.1.
You should try the development server and see if that is more to your liking.

idea 2:
what if there were 'power zones' in the map that multiplied the power of the OM/Reactor?

example scenario, map ATCS: the game would start with both 'brains' (i dunno what you call them, but ima use that word) where they are now. a 1.0 multiplier area. the center building might be a 2.0 multiplier. Move your brain there to take advantage of it. if the tunnel that connects the 2 bases had an "area" in there somewhere, that might be a 1.5 multiplier area. moving your brain there would give you more sentience/power to run stuff, giving you better capabilites to win the map. it would also give the players soemthing legit to fight over besides the mere destruction of the other team. cuz even if you don't WNAT to take that area, you'd better keep the other guys from getting a foothold there.


Gameplay scenario dependent on map. You cannot just put it in and expect it to work because the map wasn't designed around the concept. If you start a map building around it from the start it might work.

idea 3:
additional constructs that are cheap but effective.
1) human barricade (a jersey barrier topped with fence)
2) alien chitinous web (shoots out 128 units from the surface where it was planted)
the barricade would be limited relative to the chitinous web, cuz it can only go flat on the ground. to balance, it should be a bit stronger than it's counterpart.

this came to mind because the alien base never really looks like it's all that infested (= putting up a bunch of 1 sentience webs would help that look as well as being somewhat effective.

Human barricade could seriously be abused as very low bp buildings since the time it takes for tyrs to take it down or the adv goons to snipe it away is just too exposing the aliens to human fire.
The web is a nice idea but the current 1.2 barricade fulfills the gameplay function well enough, although I agree the base doesn't look infected. It doesn't really need to though, I'd like the human to pass right by my base if at all possible.
The only thing you could have going for the web is if it could be built outside of creep so you could prepare ambushes, slow down attack rushes or divert attention.
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monsto

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Re: game ideas
« Reply #6 on: June 02, 2008, 10:35:22 am »
idea 2 power zones: no you wouldn't be able (nor should it be expected) to drop this on existing maps. yes the map would have to be made to specifically take advantage of this in order to be balanced.

idea 3 barricades/webs: The idea is that it's separate from the alien barricade and nowhere near as strong. human jersey fence should be able to be destroyed in one hit by a dragoon or tyrant. the idea is to slow down the attackers, not necc to stop them outright (like alien barricade does)

idea 1 . . . what you said is a tuffie to decipher. from what you're saying i think it sounds like 'good constructions may be protected but so would bad constructions' . . . well yeah that's the caveat. however, players are real quick to want to vote-kick someone that's "doing it wrong" (as opposed to trying to tellem how to do it better.).

also, these are just general ideas, not necc what i think is a deficiency in the game.

Kaleo

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Re: game ideas
« Reply #7 on: June 04, 2008, 12:34:19 am »
idea 2 power zones: no you wouldn't be able (nor should it be expected) to drop this on existing maps. yes the map would have to be made to specifically take advantage of this in order to be balanced.

I managed an effect like this for Humans by placing hidden repeters under the floor. It was pretty leet.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...