Title: drop pods Post by: theVAULTdweller on June 29, 2007, 02:13:45 PM I was thinking as well as having the drop ships it might be a good additions to include drop pods, it would free up the maps because the drop ships really restrict were you can have spawn point. were as if it was just drop pods falling from the sky a spawn point could go pretty much anywhere. you could even have it with the ships for the first spawn, and then when it moves you could have drop pods, like reinforcements are coming in from the sky.
Title: drop pods Post by: ChromeAngel on June 29, 2007, 03:15:36 PM We have discussed this several times on IRC. The trouble I have with drop pods is how to get rid of the pods after the players have disembarked. I see I am not alone in being unhappy with the mapping restrictions that the drop ship system creates either.
However one of the goals we set ourselves when we were designing EX was a seamless "cinematic" experience , where people and things don't just appear and disappear out of thin air. An average EX spawn lasts about a minute, in an average 45 minute gaming session that would be an awful lot of drop pods, even spawning several players per pod. Drop pods and mysitic spores were just not re-usable enough, so we opted for drop ships and invented the Harpy to fill that role for the nids. I would have preferred a way in which we could have our cinematic game flow, make high performance maps and stick to the 40k background. but we haven't yet been able to find a way to make that all work together yet. I don't really want to loose the drop ships after that the work that has gone into them, but I am prepared to if it's taking to big bite out of our ability to map for EX. :idea: Suggestions welcome. Title: drop pods Post by: Typheron on June 29, 2007, 05:22:51 PM Only thing we managed to come up with in IRC was an actual arrival building like in DoW, it would allow the drop pods to "dissapear" into the building thus leaving the pad clean for later.
However it is a very imperfect solution and makes us look a bit too much like DoW. Title: drop pods Post by: theVAULTdweller on June 29, 2007, 06:00:27 PM or what if you had the drop ships fly around the map and when a spawn was going to happen you could have it hover over the spawn area and have the player parachute down to the ground, it would eliminate the need for big drop zones.
Title: drop pods Post by: ChromeAngel on June 29, 2007, 06:06:13 PM The drop zone entities themselves have to be that big to leave room for players like the carnifex and their broods. Even without have the dropships land, were still going to need room for each player being fex with a brood of gaunts.
Title: drop pods Post by: theVAULTdweller on June 29, 2007, 06:09:47 PM ahhh ok then. would having them parashoot in still save some space? because atm you have to leave a big runway upto the spawn to have the ship land properly.
Title: drop pods Post by: Typheron on June 30, 2007, 02:20:40 PM although it would reduce the need for the runway, it would take away the cinematic feel, as space marines dont parashoot (several tons of power armour tend to fall like a very heavy brick).
What im doing is putting all spawns on roofs or in squares, but mainly roofs. This allows a lot of space for the dropship to fly about in. However the spoawn point and the drop ship dont need to actually be near each other, so in theory you could have it "hover" over a point and just spawn everyone under it. Title: drop pods Post by: theVAULTdweller on June 30, 2007, 05:57:07 PM cool, see i thought the ship had to be write under it, so for instance i could have it hove a good bit over the spawn and just say the player jumped the rest.
Title: drop pods Post by: Typheron on July 01, 2007, 12:47:11 PM yes, the spawn point itself is that big pink block which is (to my understanding) triggered by the dropship being on the 2 points that relate to the spawn.
chrome coded it, so he could probably explain it better and correct me if im wrong. Title: drop pods Post by: zenarion on July 01, 2007, 09:45:15 PM Why cannot AI terminators/dreadnoughts/tyrant guard be dropped in with pods? Afterwards, the pods just stay there. Nid pod can look like some kind of spiky plant, I am happy to design it.
The ammount of work is huge, but maybe for latter versions :roll: Title: drop pods Post by: ChromeAngel on July 01, 2007, 11:06:14 PM Quote from: "zenarion" Why cannot AI terminators/dreadnoughts/tyrant guard be dropped in with pods? Afterwards, the pods just stay there. Nid pod can look like some kind of spiky plant, I am happy to design it. The ammount of work is huge, but maybe for latter versions :roll: Because the objectives can be taken and re-taken, leaving anything lying around is undesirable. Title: drop pods Post by: theVAULTdweller on July 01, 2007, 11:26:26 PM what if they took off again or burrowed into the ground?
Title: drop pods Post by: Typheron on July 01, 2007, 11:55:19 PM there both one shot pods, the SM one has to be recovered by thunderhawk and the nid one is re-absorbed later.
both tend to be classed as dispoable, we try to keep to the fluff as best as possable Title: drop pods Post by: Doombringer on September 05, 2007, 01:32:51 AM Quote from: "Typheron" although it would reduce the need for the runway, it would take away the cinematic feel, as space marines dont parashoot (several tons of power armour tend to fall like a very heavy brick). What im doing is putting all spawns on roofs or in squares, but mainly roofs. This allows a lot of space for the dropship to fly about in. However the spoawn point and the drop ship dont need to actually be near each other, so in theory you could have it "hover" over a point and just spawn everyone under it. Assault Marines get the jump packs that act like parachutes in dropping from Thunderhawks, and there is always the possibility of Grav-chutes. Title: drop pods Post by: Typheron on September 05, 2007, 09:39:59 AM A moot point since we removed thunderhawks.
Title: drop pods Post by: Alhaus on September 06, 2007, 01:24:58 AM Still think we need a teleporting effect/sound when the marines pop out of thin air. Justifies it a little more. Dunno about nids though.
Title: Re: drop pods Post by: jezzah on October 02, 2008, 02:30:33 AM Have you considered the possibility of teleporting players in?
There's obviously lore issues with tyranids but a homing beacon could work for Space Marines. Pretty sure some space marines (non-terminators) teleported onto the eisenstein in the novel "Flight of the Eisenstein". Title: Re: drop pods Post by: Typheron on October 02, 2008, 09:17:20 AM thats what happens, its cheep and simple but works.
Title: Re: drop pods Post by: LordCommander on October 05, 2008, 09:34:04 PM Had a thought, marines could start in an off-map teleportarium room aboard a strike cruiser (and as ultramarine strike cruisers are pretty standard, only 1 room would be needed to be built and could be dropped into any map default to ease mapping), instant respawn after death but players must wait for the teleporter there to be recharged,in addition the teleporter there would default to the most forward captured point so as to keep reinforcements coming to the front. As for nids... well they burrow and tunnel and such to avoid surface fire in transit (the trygon bio-titan fulfills this role as a transport and tunneling machine), perhaps have them start ina series of caverns, randomly, underground and claw their way up through breakable rocks... (these too could be standardized but why bother when a cavern and tunnel and some rocks is so simple) so as the map progresses the tyranid respawns become slightly faster as their forces are moving ever-forwards, thusly making marines have to try to hurry up and press the advantage their deep-strike teams have in rapid deployment to seize objectives quickly and get the PDF involved to help defend them... before the tyranid main lines arrive!
Title: Re: drop pods Post by: OlimnuZ on October 11, 2008, 12:02:55 AM I think the marines have it hard enough against the 'nids already without having to rush about trying to push them back; it would seem the tyranids would have an unfair advantage with the faster spawn rate.
Title: Re: drop pods Post by: Commisar on November 10, 2008, 08:24:02 AM Drop Pods could always be in there as a static spawn point?
Oh, yes. Hi everyone. Title: Re: drop pods Post by: Typheron on November 10, 2008, 09:43:27 AM thats more a mapping issue than anything else, it comes down to the mapper to add the drop pods to the spawn system.
Not that we have any moddeled mind you, so they would ahve to be made by a 3rd party also. |