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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 07/22/2009 07:23:45
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Flak Monkey
Wicked Sick!
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Joined: 08/24/2006 12:21:41
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I had an idea for the sub class of extreme medic (or the like). For the monsters he/she can summon... Nalis with nukes ( from our april 1st gameplay) Maybe a limit on qty of such monster and with some liabilities. such as, self damage, or damage to creator. Strong attack with big Achilles heal. Was a wild hair I had the other day.
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My current skin After several other skins, I have reverted back to Bender.
Flak Monkey -> Berserker ( 818 )
Flak Junkie -> AM (60)
Monkey Wrench -> Engineer (27)
Favorite quotes:
"It puts the lotion on it's skin, or else it gets the hose again."
"Every morning is the dawn of a new error"
"But why is the rum gone?"
"The brain is a wonderful organ. It starts working the moment you get up in the morning and doesn't stop until you get to the office." - Robert Frost
"Beer has some Food value, but Food has no Beer value." |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 07/22/2009 10:08:56
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Flak Monkey wrote:
... Nalis with nukes ....
Can you imagine the havoc they would cause? Each redeemer would have to have resupply, or else the Nali would only have one shot. How many shots before it killed itself, and everyone else within radius? Pretty much guaranteed end of map 1 minute after summoning one.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 07/22/2009 10:27:48
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Flak Monkey
Wicked Sick!
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Joined: 08/24/2006 12:21:41
Messages: 1098
Location: Land of great Cheese and Beer
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Ya, wouldn't it be wild! It was just a passing thought, good for a laugh if nothing else. We friendlies wouldn't take damage. Just self damage (to the Nali) and maybe to the creator. So I dont think the wave would end in 1 minute as you would think.
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My current skin After several other skins, I have reverted back to Bender.
Flak Monkey -> Berserker ( 818 )
Flak Junkie -> AM (60)
Monkey Wrench -> Engineer (27)
Favorite quotes:
"It puts the lotion on it's skin, or else it gets the hose again."
"Every morning is the dawn of a new error"
"But why is the rum gone?"
"The brain is a wonderful organ. It starts working the moment you get up in the morning and doesn't stop until you get to the office." - Robert Frost
"Beer has some Food value, but Food has no Beer value." |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 07/22/2009 20:42:16
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tgroombr
Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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I thought nalis had infinite ammunition regardless of what weapon they possess. Whenever I was screwing around with deemer nalis they always had infinite ammo, just a really slow re-fire rate, as with all nalis.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 07/31/2009 06:16:14
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Following a suggestion by DrNathan, I have added two more key-bindable commands for the Extreme Monsters subclass.
Stay - tells all your pets to stay where they are
Follow - tells them to resume normal movement.
To be honest, all the logic for monster movement is too much to change for each monster. This is a quick hack. Stay sets the monster speed to zero. Follow sets the speed back to its default value. Crude, but it seems to do the job.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 07/31/2009 22:27:05
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tgroombr
Dominating
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Joined: 11/26/2006 15:05:26
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Szlat wrote:
Stay - tells all your pets to stay where they are.
Horray! Medic turrets! Now I as well as other players dont have to put up with a giant titan standing in front of the base! Just set him aside and let him roll!
Is it also possible to stop the monster from rotating in this "stop position"? Because at most times my titan is completely oblivious of what goes on around him even when he is getting shot by monsters that are not of the same species.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/01/2009 01:14:45
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Szlat
Wicked Sick!
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tgroombr wrote:
Is it also possible to stop the monster from rotating in this "stop position"? Because at most times my titan is completely oblivious of what goes on around him even when he is getting shot by monsters that are not of the same species.
No, but the AttackEnemy command might make tham attack anyway.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/02/2009 01:46:50
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tgroombr
Dominating
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Szlat wrote:
tgroombr wrote:
Is it also possible to stop the monster from rotating in this "stop position"? Because at most times my titan is completely oblivious of what goes on around him even when he is getting shot by monsters that are not of the same species.
No, but the AttackEnemy command might make tham attack anyway.
Do you think you could "upgrade" the monster controllers to make them more efficient? I mean couldn't you create a "DruidMonsterController" class or something and assign summoned monsters that specific controller? I know this is 100% possible, I just wanted to know if you could make this happen. And how about a new subclass of the titan and stone titan that gives them a jumpZ of 1, so that pet titans don't just hang over an edge waiting for something to push them down etc.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/02/2009 09:47:39
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Shantara
Wicked Sick!
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Joined: 12/19/2004 18:35:28
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Szlat wrote:
Flak Monkey wrote:
... Nalis with nukes ....
Can you imagine the havoc they would cause? Each redeemer would have to have resupply, or else the Nali would only have one shot. How many shots before it killed itself, and everyone else within radius? Pretty much guaranteed end of map 1 minute after summoning one.
Actually, we have Nalis with nukes once a year (we just skipped this year). I"ll give you a guess which day it is.
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I'm wondering what it will take for my country to rise,
First we admit our mistakes, then we open our eyes
--Ani Difranco
My skin: http://www.ut2003hq.com/pafiledb2/pafiledb.php?action=file&id=5094 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2009 00:06:26
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tgroombr
Dominating
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Joined: 11/26/2006 15:05:26
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Shantara wrote:
Actually, we have Nalis with nukes once a year (we just skipped this year). I"ll give you a guess which day it is.
April 1st!! Woot I got it first!
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2009 01:23:09
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Actually Tony, if you look earlier in this thread:
Szlat wrote:
....Subclasses could be added on a temporary basis for novelty value, then removed, without anyone losing anything they have invested.
So, for example, on April 1st there could be a subclass added available to all classes that helps them deal with Nalis holding redeemers or vorpal minis. Then the subclass removed a day later......
and
Flak Monkey wrote:
I had an idea for the sub class of extreme medic (or the like). For the monsters he/she can summon... Nalis with nukes ( from our april 1st gameplay)
But third in the thread isn't bad
Anyway, I think Flak monkey was talking about pet Nalis with redeemers. I think I'd rather have the monster Nalis with redeemers than pet Nalis.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2009 05:15:31
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DrNathan
Joined: 06/21/2008 07:03:59
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I'm not sure having pet nali with redeemer's sound quite good, and maybe make them do a little damage to allied players to make it a little more interesting during game play.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2009 05:59:18
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Szlat
Wicked Sick!
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DrNathan wrote:
I'm not sure having pet nali with redeemer's sound quite good, and maybe make them do a little damage to allied players to make it a little more interesting during game play.
I am sure you have noticed the bug whereby when a player blows themselves up with a redeemer, other players also suffer damage. So a nali is almost guaranteed to fire the redeemer at point blank range - which will take it out and anyone else in radius.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2009 06:45:57
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Flak Monkey
Wicked Sick!
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Joined: 08/24/2006 12:21:41
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Thats a new bug to me. First I've heard of that one. Only friendly fire incidences I knew of were piercing deemer and Bot ultima when someone joins in and the bot blows up.
|
My current skin After several other skins, I have reverted back to Bender.
Flak Monkey -> Berserker ( 818 )
Flak Junkie -> AM (60)
Monkey Wrench -> Engineer (27)
Favorite quotes:
"It puts the lotion on it's skin, or else it gets the hose again."
"Every morning is the dawn of a new error"
"But why is the rum gone?"
"The brain is a wonderful organ. It starts working the moment you get up in the morning and doesn't stop until you get to the office." - Robert Frost
"Beer has some Food value, but Food has no Beer value." |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/03/2009 10:05:04
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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The next thing I think I want to do with subclasses is to make it easier for server admins to update running servers.
At the moment, when a player goes into the stats menu screen, it checks if the current subclass is valid and if not sells the abilities, forcing the player to re-buy a subclass. This has two problems:
it only works when the user presses the L key. If he doesn't press the L key, he can keep running his current config as long as he wants. This would make it difficult for admins to put on "one day specials"
If an admin wants to make a minor change to a subclass (e.g. limiting a certain ability to level 2 rather than 3 ), then they have to delete the subclass and create a new one.
It would be a lot better if the server could validate the user configuration when the player starts, and either completely remove all abilities if the subclass has gone, or just limit any abilities that are now not available or only at a lower level.
I think I might look at what Druid did in the upgrade mutator, and see if I can get a variant of that to work.
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