Author Topic: Alien Armor  (Read 30490 times)

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
Alien Armor
« Reply #30 on: June 28, 2006, 12:08:07 am »
The devs (if they like the idea) could include this feature in an official release, but have it toggalable on the server (kinda like how friendly fire is done).

Quaoar

  • Posts: 152
  • Turrets: +1/-0
Alien Armor
« Reply #31 on: July 01, 2006, 06:38:06 am »
I figure all improvements ought to work like that initially, on test servers, to get feedback and fine tune them before being officially sanctioned releases.

Headshot

  • Posts: 10
  • Turrets: +0/-0
Alien Armor
« Reply #32 on: July 01, 2006, 06:42:00 am »
This is a great idea, but pro dretchers can simply do one thing.

40 kills.

Turn into goon.

take 1 dmg for turrets, rifles, chains, pulse, everything besides luci.

Aliens win.

If they DO add the Armor, the humans should be able to buy Armor Piercing Ammulition for cost in the Armoury that does extra dmg Armoured aliens.

Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
Alien Armor
« Reply #33 on: July 01, 2006, 01:33:53 pm »
Quote from: "Headshot"
This is a great idea, but pro dretchers can simply do one thing.

40 kills.

Turn into goon.

take 1 dmg for turrets, rifles, chains, pulse, everything besides luci.

Aliens win.

If they DO add the Armor, the humans should be able to buy Armor Piercing Ammulition for cost in the Armoury that does extra dmg Armoured aliens.
Armour piercing ammo would only make it harder for players to get a weapon and use it, and it would be hard to gain armour because there would be a threshold (like 50-75%) of damage needed bofore armour would accumulate, and the accumulation of armour would be slow, and the max resistance would also have a threshold of somewhere around 50-75%.

next_ghost

  • Posts: 892
  • Turrets: +3/-6
Alien Armor
« Reply #34 on: July 02, 2006, 08:29:54 pm »
What about getting armor at stage3 for limited time from booster like you get poison? Protection should be different for each alien class with dretch getting the best protection and tyrant getting the worst. It should work on rifles, chainguns, shotguns, turrets and grenades only, everything else should be unaffected.

This would give aliens enough advantage over groups of chaingun spammers in battlesuits and turret-hugging hippies but leave aliens vulnerable to all energy weapons, teslas and flamers.

The problem is that you can't even seriously hurt anyone in a group of battlesuited chaingunners or you can't have any team support because higher evos are too big to attack in groups. Humans have no problem with cooperating to kill higher evos or entering alien base. Aliens on the other hand can't enter human base through wall of turrets unless human builders really suck.

About 80% of games I play are decided in sudden death (in the remaining 20%, one team feeds and loses in about 15 minutes). Giving aliens armor through booster on stage3 would seriously lower effectiveness of turret camping and give marauders a small chance to enter human bases even through standard turrets.

Edit: The armor damage modifier could add 100 virtual hitpoints: dm = hp / (hp + 100)
That would result in these damage modifiers:
Dretch: 0.2 (25/125)
Granger: 0.33 (50/150)
Adv Granger: 0.43 (75/175)
Basilisk: 0.43 (75/175)
Adv Basilisk: 0.5 (100/200)
Marauder: 0.6 (150/250)
Adv Marauder: 0.64 (175/275)
Dragoon: 0.66 (200/300)
Adv Dragoon: 0.71 (250/350)
Tyrant: 0.8 (400/500)
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.