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New Vehicles/turret/sentinal ideas,.  XML
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Dracos

Rampage
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Joined: 09/27/2007 13:36:52
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Location: South Carolina
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RoadKill v3.4 wrote:

Dracos wrote:

The only issue I can see arising from all of this is that more people will flock to the Engineer class due to all the new "toys". 


have you been on lately? more Eng than any/all other classes usually (too many if you ask me ..joking)
love the walls my fingers are sore already trying to switch through them though

the barrels remind me of the UT99 mod that made ammo pickups explode. Loved doing that  


Ya ya, I havent been on in a while. Been busy with life lately and really havent had a chance to get on

Weapon Master- builds weapon locker of the weapon held.1 locker at a time<instead of tossing it out everywave,just go to the locker,AND OR. 1 Artifact,Abiltiy to change negatives to positives.why? junkys dont want to nor can they always max for you,.so lets take the strain off alittle and give the weapon master the ability to Remote MAX

Medic-builds 7 blocks AND OR 1 lightning sent thats very low dmg..Medics seem to have great close range combat,but suck long range a low dmg lightning sent would be great for them,and the blocks would compliment there medic class. when i think medic i think safe when i think block i think safe,,

Loaded Artifact- builds 1 Defense sent AND OR turret OR vehicle.why? junkies are squishy untill you get enough adreneline to use the invinc orb.the turret would greatly help the low lvls.so more la's would play.and who doesnt want a battle bike lol,  


WM it sounds about right or you could make the artifact just add 1+ to the weapon at a time for 75 or 100 adrenaline up to the magic types normal max. Like a +2 can be turned into a +3 and then to a +4 (but not to a +5). This way they can get thier magic effects to max but at a slower rate then what an adrenaline master can do in one go.

Medics, instead of a lightning sent, make a healing sent where it would zap players and give them a little bit of life for everyone standing in range of it (Like 2 per zap).

AM's. Still thinking on that.

"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."

Dragonmaster (AM) - 84
DragonmasterE (E) - 55
DragonmasterM (M) - 40

Im back baby!!!!

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Mystic

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Joined: 12/21/2004 21:36:56
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the medic sent is a no go..its been talked about many times,the problem is they get enough xp the medic sent would overkill xp wise,.,

so how could we get around this? 2 ways,.

1. either a medic weapon or a medic sentinal.either or,just add a medic sent,dunt think thats doable thoe without alot of codeing.

2, healing sent gives you no xp. the down side to this .no xp..the upside. the sentinal might keep you alive long enough for a medic to show.
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Szlat

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Joined: 05/18/2005 18:32:41
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Personally, I think having Engineers building stuff is enough. To have all classes spawning stuff all over the place would be even more chaotic. It is of course Druid's call and not mine, but I am not sure he would want building extending from Engineers to other classes.

If other classes need something different, then let's give them something different - but I am not convinced that making them second class engineers is the route. Give them better skills that make the Engineers jealous

But if we make everything better, then the monsters will also have to be better.
tgroombr

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Joined: 11/26/2006 15:05:26
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I keep hearing ideas and talk that Mystic's bud made a lightning turret. Mystic only told me that it shoots lightning bolts. That was it.

I am im production of a new Lightning Turret to replace the long and never forgotten Link Turret. The primary fire is supposed to launch a ball of lightning that does as much damage as a rocket from a rocket launcher, but while moving, the projectile will shoot lightning at nearby targets, similar to the lightning sentinel. The lightning will not do much damage, say about 3 hits to kill a pupae if you have max damage with no linkers. The range will also be a lot smaller. The alternate fire will shoot the alt fire of the link gun, only it will be lightning instead. It will do the same damage as the normal link gun. (NOT THE ENGINEER LINK GUN!! OH GOD!!)

I have already started on skins and particle effects. They look pretty awesome so far. I will post some screenies after completion of the display.

It sounds pretty fair to me with low damage and everything. Does it have a chance, or will it be moved to Mystic's DREAM IDEAS?

What do you think?

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

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Trooper

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Joined: 05/17/2008 15:32:06
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dream idea... the ball shooting lightning makes it way overpowered
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Mystic

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LOL my bad trooper i totaly read stuff wrong haha,,dont judge me.
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Hobo_Joe

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Joined: 06/12/2005 20:15:17
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He wasn't posting mystic, he was answering tony's question.... lol

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Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
Mystic

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lol so i see, thus is why i try to stray away from forum reading while intoxicated lol. feel free to poke fun while in game
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tgroombr

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Trooper wrote:
dream idea... the ball shooting lightning makes it way overpowered 


Even if it does way less damage? God, new ideas that actually might make it are hard to come by nowadays...

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TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

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Trooper

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3 lightning hits to kill a pupee is more powerful than the current light sent. so you are adding a gun that has a lightning sent in it where each shot is one. multiply that by the 20 shots on screen when there are only a FEW and it is hax. multiply that by the number of shots comming from multiple balls hitting the SAME target... no... this is for one of those servers where everyone is already overpowered. not to mention that each "light sent" in the ball will cause the monsters to aggro on that instead of the turret. now no fire is incoming to the turret, rather to the shot from the turret. then there is the damage type. light sents are piercing damage which means that at a high level engi... of course I am going to build it. its going to kill the monster because it has no damage reduction to make it harder to kill. this weapon is WAY overpowered by a factor of 20 over the current turrets.
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tgroombr

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Well I wasnt exactly sure how much damage the lightning sentinel did. I was expecting the lightning to do slightly less damage than the lightning sentinel with a max of 3 or 5 bolts being shot at once. The fire rate was also supposed to be 1.5 seconds.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

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Wail

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Joined: 09/20/2007 21:14:41
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Mystic wrote:
the medic sent is a no go..its been talked about many times,the problem is they get enough xp the medic sent would overkill xp wise,.,

1. either a medic weapon or a medic sentinal.either or,just add a medic sent,dunt think thats doable thoe without alot of codeing.
 



I'm not sure if you're proposing something for Medics or for Engineers here -- If for Medics, then I have to point out that they already have a [static emplacement that heals nearby players over time] -- the Healing Sphere.

Although on DC the radius is ridiculously large, and the cost/healing is very poor compared to the Healing Blast.

The only substantive difference I can see between a Healing Sentinel and the Healing Sphere is that the latter drains your adrenaline over time. For this reason, I think the Sphere is inherently more balanced, although it might be worth pestering Szlat to improve the Sphere's cost/healing ratio to make it a more feasible option to use, rather than distinctly inferior.
greg11

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Wail wrote:
although it might be worth pestering Szlat to improve the Sphere's cost/healing ratio to make it a more feasible option to use, rather than distinctly inferior. 

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tgroombr

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[Staying away from my topic]

Well the only advantage to the healing sphere that I have noticed and for that only reason that I use it sometimes is that being so large and noticeable, people know where healing is avaliable, rather than a small healing blast that is highly unnoticeable until it goes off.

Couple of new abilities that someone thought of. I can't exactly remember who came up with them but it was either Mystic, Trooper, or Rapier. Anyway, the abilities are Engineer Denial and Monster Denial. What happens is that when you die, this ability will keep your monsters/constructions alive, but they will die when you respawn. I havent exactly thought it through with the monsters but with engineer denial, Level 1 will save all your blocks. Level 2 will save your turrets. Level 3 will save your vehicles. Level 4 will save your sentinels. Level 5 will save all your constructions when you respawn.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

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Mystic

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wasnt my idea , good idea thoe,

if i may add on that idea, any way to make just the blocks not die when you die?
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