Author Topic: [concept]2 rants vs X humans mod idea?  (Read 9780 times)

N.U.K.E.

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[concept]2 rants vs X humans mod idea?
« on: December 04, 2008, 03:30:39 pm »
DONT FLAME BEFORE YOU READ THIS. PLEASE. Oh, and also please don't flame after it but give arguments.

I got this great idea yesterday with a friend. Basically, it's 2 extremely buffed-up tyrants vs an unspecified amount of humans. No AI involved.
Both rants have around 2000hp and can leave a bsuit with 1hp after a slash in the middle (so headslash is bsuit OHKO). Humans get 300c every minute they don't die, so it's not "dumb rifle squad feeding". The rants don't have any spawns, humans have. Goal of the game is to kill both rants before a specified time (say, 20 minutes or so).
I think it can be done server-sided, it's just adjusting some values, amirite?

Too bad, I've never coded before, so this is just an idea. Although I'm gonna try to do it for sure.

BigGamer95

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Re: [concept]2 rants vs X humans mod idea?
« Reply #1 on: December 04, 2008, 03:56:54 pm »
Quote
and can leave a bsuit with 1hp after a slash in the middle (so headslash is bsuit OHKO).

bsuit = 20% of damage received, head or not head, same damage  (so headslash = 99 damages if no-headslash = 99 damages)


kevlarman

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Re: [concept]2 rants vs X humans mod idea?
« Reply #2 on: December 04, 2008, 04:54:14 pm »
Quote
and can leave a bsuit with 1hp after a slash in the middle (so headslash is bsuit OHKO).

bsuit = 20% of damage received, head or not head, same damage  (so headslash = 99 damages if no-headslash = 99 damages)


bsuits get a location damage multiplier just like everyone else.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Archangel

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Re: [concept]2 rants vs X humans mod idea?
« Reply #3 on: December 05, 2008, 12:11:29 am »
spawncamp anybody?

Bissig

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Re: [concept]2 rants vs X humans mod idea?
« Reply #4 on: December 05, 2008, 12:15:48 am »
Two 2000 hp Tyrants can take down almost any human base without them both dying. 4000 hp rant meat = 10 regular tyrants, except for the damage handed out.

Matt2k10

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Re: [concept]2 rants vs X humans mod idea?
« Reply #5 on: December 05, 2008, 09:35:49 pm »
I kind of like this concept, but the rants shouldn't be able to kill everything so fast. Buffing up the HP that high is enough. Plus, the human structures should be invincible, but humans can't build. A decent base that prevents humans from being spawnkilled, but doesn't encourage camping is best for this, I think (armoury spam? :P ).

mooseberry

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Re: [concept]2 rants vs X humans mod idea?
« Reply #6 on: December 06, 2008, 07:28:44 am »
If 2000 hp, than normal rant attack should be more than enough, unless it is 2 vs 50.
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ACKMAN

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Re: [concept]2 rants vs X humans mod idea?
« Reply #7 on: December 06, 2008, 11:16:20 pm »
I kind of like this concept, but the rants shouldn't be able to kill everything so fast. Buffing up the HP that high is enough. Plus, the human structures should be invincible, but humans can't build. A decent base that prevents humans from being spawnkilled, but doesn't encourage camping is best for this, I think (armoury spam? :P ).

'Insta'-gibbing rets?

Matt2k10

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Re: [concept]2 rants vs X humans mod idea?
« Reply #8 on: December 07, 2008, 02:55:52 am »
'Insta'-gibbing rets?

I was just thinking that they shouldn't take damage. Or they could just have a lot of health.

ACKMAN

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Re: [concept]2 rants vs X humans mod idea?
« Reply #9 on: December 07, 2008, 12:54:11 pm »
Well... but... how many rets will we need to kill 2 rants with 2000 hp?

I think make stronger rets is better, maybe with 5 you can defend base.

Ideas:
1- High knockback(why not?)
2- High damage
3- If they hit you, you will get teleported to some place in the map xD(<< i like this one)

Matt2k10

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Re: [concept]2 rants vs X humans mod idea?
« Reply #10 on: December 07, 2008, 05:25:07 pm »
#3 would certainly provide an interesting strategy for the rants to escape pursuers :P
But I figure that if the rants can't kill anything in the human base, then they would have no reason to attack it in the first place. Having super-rets would only cause camping on the human's part, since they would wait for the tyrants to attack and get hurt to chase, which would result in a very boring game if you get smart rants that just wait the humans out.

N.U.K.E.

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Re: [concept]2 rants vs X humans mod idea?
« Reply #11 on: December 07, 2008, 07:04:33 pm »
WOW! constructive criticism! tremc ommunity maybe isn't that harsh after all :)
Quote from: Archangel
spawncamp anybody?
To prevent spawncamping, maybe put ret damage high enough to do a serious blow in only seconds, but not too high so that they know like OSHI- humans here ?
Quote from: Bissig
Two 2000 hp Tyrants can take down almost any human base without them both dying. 4000 hp rant meat = 10 regular tyrants, except for the damage handed out.
Well, matt gave a good answer:
Quote from: Matt2k10
the human structures should be invincible, but humans can't build. A decent base that prevents humans from being spawnkilled, but doesn't encourage camping is best for this, I think (armoury spam?).
With maybe armocade walls so rants cant get through except for one spot? Would be like this:  :reactor: :telenode: :medstat: :turret: :armoury: The one spot they can get through is to prevent humans from camping for creds. Maybe counter spawncamping with a longer trigger for health recharge? Like, don't get hit for 30sec?

Quote from: mooseberry
If 2000 hp, than normal rant attack should be more than enough, unless it is 2 vs 50.
Bsuits can take one hit. Besides, I want this mod to give "real" teamwork, not just "lets all rush in a group now!". I think it'd be best played with teamspeak.

Quote from: Matt2k10
But I figure that if the rants can't kill anything in the human base, then they would have no reason to attack it in the first place. Having super-rets would only cause camping on the human's part, since they would wait for the tyrants to attack and get hurt to chase, which would result in a very boring game if you get smart rants that just wait the humans out.
That's a good one... But, that's exactly the rants' goal in this mod. They gotta sit out a given amount of time, and if they keep running or waiting, that's their tactic. Gives humans time to get a shitload of credits.

Matt2k10

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Re: [concept]2 rants vs X humans mod idea?
« Reply #12 on: December 07, 2008, 08:51:14 pm »
With maybe armocade walls so rants cant get through except for one spot? Would be like this:  :reactor: :telenode: :medstat: :turret: :armoury: The one spot they can get through is to prevent humans from camping for creds. Maybe counter spawncamping with a longer trigger for health recharge? Like, don't get hit for 30sec?
Or, humans could receive creds based on damage done. They don't receive creds for camping, and their base doesn't damage rants (turrets only knock rants back without doing damage?). This means the rant won't be able to spawn camp, and won't be hanging around the human base. This will force the humans to leave the base and a slow camp-fest is avoided.

That's a good one... But, that's exactly the rants' goal in this mod. They gotta sit out a given amount of time, and if they keep running or waiting, that's their tactic. Gives humans time to get a shitload of credits.
I'd prefer it if everything kept moving, no waiting. Gives you more of a feeling of being hunted (or hunting), instead of getting up to make yourself a sandwich because the humans are never coming out of their base.

ULTRA Random ViruS

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Just wondering...
« Reply #13 on: November 10, 2009, 04:56:28 am »
Where do the tyrants spawn? :tyrant: ???