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11/27/2005 22:57:24
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DaRedeye
Joined: 03/22/2005 10:05:54
Messages: 29
Location: I'm using the Zero skin from the Nightdyne Strike Force pack.
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I dont mean to get off the subject but I noticed that jumping into a vehicle repairs youir weapons after Ghosting has locked them up. Of course suicide will stop your adrenaline drain but will not repair broken weapons.
I just look at my second monitor's clock on the tray.
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I'm using the Zero skin from the Nightdyne Strike Force pack V1
http://www.ut2003hq.com/pafiledb2/pafiledb.php?action=file&id=5301
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11/28/2005 08:49:16
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dip42
Unstoppable
Joined: 04/25/2005 17:06:20
Messages: 344
Location: N.J.
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DaRedeye wrote:
I dont mean to get off the subject but I noticed that jumping into a vehicle repairs youir weapons after Ghosting has locked them up. Of course suicide will stop your adrenaline drain but will not repair broken weapons.
Just be sure never to try and teleport in a manta i tried it and well.. things didnt work out well. I got stuck to the dead manta and when i went to my saftey trans, i flew to the top of the map and got stuck against the ceiling. I transed down after a bit and i was still in mid-air invisible bouncing.
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11/28/2005 15:50:45
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Ghorkvos
Killing Spree
Joined: 08/05/2005 12:32:36
Messages: 53
Location: Charlotte, NC
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Never trying to teleport out of a manta (possibly any vehical) goes for the teleporter artifact as well, useing one of those while in a vehical doesn't end well.
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Battle not with monsters, lest ye become a monster...
and if you gaze into the Abyss, the Abyss gazes also into you.
--Nietzche
http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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11/29/2005 06:42:31
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[KitFox]
Dominating
Joined: 11/25/2005 07:59:59
Messages: 232
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Permanent Gun/artifact:
Possibility to build a permanent gun or artifact, that cannot be tossed, and you always spawn with it.
Just to add to the game when you have nothing else to buy because you are too high level or something.
It would also add difference between players.
Example:
Big prerequisity
Loaded Weapon 5 / Loaded Artifact 3
Only one gun type that can be chosen. Very high cost (100 Points?)
Start at a normal state and you can buy effects. (20 points for each +1?, 50 points for magical effect like vampire/vorpal etc?)
Im just dreaming
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11/29/2005 07:49:41
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Maximus
Killing Spree
Joined: 02/26/2005 00:15:05
Messages: 30
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Big prerequisity
Loaded Weapon 5 / Loaded Artifact 3
Well, you can't have both loaded artefacts and loaded weapons skills at the same time. At least to my knowledge.
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11/29/2005 07:58:31
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[KitFox]
Dominating
Joined: 11/25/2005 07:59:59
Messages: 232
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Oh i know i just mean:
For Loaded Weapon you can configure a permanent gun.
For Loaded Artifact you can configure a permanent artifact. (Problem is right now artifacts have no "configurations")
This is because if someone have gone to the Adrenhaline tree, having access to Permanent Gun would give him a "Loaded Weapon" kind of skill wich is prohibited atm.
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12/01/2005 09:50:14
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[KitFox]
Dominating
Joined: 11/25/2005 07:59:59
Messages: 232
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I dont know if it would be possible, but what is cool in a RPG is gathering Items and such.
What about 1% chance on each maps that after wave 16, a "Boss" mob can spawn.
Only those that survived wave 16 can kill.
Immune to super weapons, a LOT of HP.
On the kill, those that did like 1000 damage and more have a chance equal to the percentage of the total damage done to get a permanent item, or "secondary" skill point that can be spend on unique skills.
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12/01/2005 14:52:02
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Tidu!
Dominating
Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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1% chance would be silly... it should happen every game, considering the players last wave 16.
If you play invasion alone, (with computer players) you'll notice that they follow you around, and it's more of a team game. Playing online is pretty much all individual with other guys around you taking your kills What things would make the game more team-oriented?
If there was a map that spawned players into 4 teams, #players / 4 teams = number of players to a team... and they start at different ends of the map, and have to make their way into the middle, and maybe the map ends with an assault on the middle by the monsters, and you have to hold the position with the other teams? The team would stick together, share weapons, artifacts, etc.
To Dru or anyone that knows: will be the able to be done with an assault gametype, or will a custom one have to be made?
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this is tidu
Thanks to KohanX for the avatar |
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12/01/2005 19:56:57
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Continuum
Wicked Sick!
Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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@Tidu, The last part would require making maps (or modifying) but as far as taking control / holding a point all the actuall script writing would probably already exist.
not a bad idea btw..
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Current WIP:
Skins:
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12/02/2005 14:23:11
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Tidu!
Dominating
Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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Yeah I was thinking more into it, and I think it would have to be done with monster assault, and probably all of the scripts are premade and in the editor. It's just that separate gametypes like that would probably never be played. I rarely see a monster assault being played...
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this is tidu
Thanks to KohanX for the avatar |
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12/06/2005 19:16:39
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Dr.Stimpack
Killing Spree
Joined: 08/06/2005 14:19:45
Messages: 43
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Having a small fort with a link gun healable core that the monsters attack would make it more interesting and team oriented. Increasing the amount of exp after a win based on the number of survivors would be a nice addition as well (a several hundred point award for having everyone survivors would make it interesting. I've never seen a large game where everyone lives). It would provide incentives for players to band together on the last wave and form a roving mob of death instead of having a bunch of mine toting survival nuts who hide in tight corners and place translocators on high perches monsters can't get to
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MedMonster: lvl 45 junkie and counting |
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12/06/2005 22:30:20
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Hobo_Joe
Wicked Sick!
Joined: 06/12/2005 20:15:17
Messages: 513
Location: Utah
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Dr.Stimpack wrote:
Having a small fort with a link gun healable core that the monsters attack would make it more interesting and team oriented. Increasing the amount of exp after a win based on the number of survivors would be a nice addition as well (a several hundred point award for having everyone survivors would make it interesting. I've never seen a large game where everyone lives). It would provide incentives for players to band together on the last wave and form a roving mob of death instead of having a bunch of mine toting survival nuts who hide in tight corners and place translocators on high perches monsters can't get to
That all sounds like fun...especially forming "a roving mob of death"
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A wise monkey is a monkey who doesn't monkey with another monkey's monkey.
The only time I made a mistake is when I thought I made a mistake.
After partying all night Chuck Norris doesn't throw up; Chuck throws down!
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 |
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12/07/2005 12:16:41
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Ghorkvos
Killing Spree
Joined: 08/05/2005 12:32:36
Messages: 53
Location: Charlotte, NC
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As far as encouraging teamwork goes I always thought that the bonus Exp at the end be formulaically based on the team score, and personal to prevent idling and keep the lower level people from gaining multiple levels off it, unless they are extremely good.
Something like:
(teamscore/x)*(PersonalScore/y)=EndGameExp
x and y could be variables or constants to be decided later, number of players in game, and 1000 (considered a high score according to records page) look like good potential choices.
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Battle not with monsters, lest ye become a monster...
and if you gaze into the Abyss, the Abyss gazes also into you.
--Nietzche
http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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12/21/2005 13:42:48
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Okinesu
Dominating
Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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I think it'd be neat if there was a way to bump up the number of mines to 6 instead of 2 - maybe make an ability or something? 5 exp. points for an additional mine or somethin'?
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Disastrous Consequences |
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12/21/2005 13:50:16
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Chyster
Wicked Sick!
Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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Nah, I think the mine layer should be removed altogether. Trust me, by not using it, you will increase your skills. There is no skill in hiding in a corner and chunking mines out into the middle of a room and depending solely on the mines to do all your dirty work.
Its really supposed to aid in securing large areas with few people to cover it. Mines at 'back doors' help kill the sneakies that would slip in behind you. I think the way folks use it in Monster Assault is an exploitation of the weapons intended purpose.
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If at first you don't friccasee, fry, fry a hen. |
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