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1  Exterminatus - Rival Species 2 / Player Discussion / How many players dose the dev. team expect to be in each ser on: December 09, 2006, 02:20:04 AM
..ver?

How many players in the server dose the dev. team plan for a low-lag, decent fps, fun match?


Just getting a field for it, iron grip for example says 11 players is a good amount which it is. So this is what im asking as an example.
2  Exterminatus - Rival Species 2 / Contributions / Got them to go kill each other on: January 29, 2006, 10:24:28 PM
Good work.


But have you got their HP and DMG towards players coded?

The AI nids should have about 35% of the HP the player nids have(ALOT) and do around 30% of the dmg the player nids do. (ALOT)


But keep up the good work.
3  Exterminatus - Rival Species 2 / Player Discussion / Exchanging data with other mods on: January 22, 2006, 07:00:41 PM
Bob? Is bob a person or a mod? Please explain.
4  Exterminatus - Rival Species 2 / Contributions / The model progress thread on: January 20, 2006, 12:34:07 AM
Plz tell me it wont be purple in game.
5  Exterminatus - Rival Species 2 / Player Discussion / I am interseted to collaborate on: January 15, 2006, 09:11:50 PM
The pistol is really nice.
6  Exterminatus - Rival Species 2 / Player Discussion / Gameplay Mode on: January 12, 2006, 12:45:23 AM
WOW I can't beleve this might be a coop mod....
7  Exterminatus - Rival Species 2 / Player Discussion / Gameplay Mode on: January 10, 2006, 12:43:31 AM
Why are people voting for Exterminatus? Do you guys want this to be a pointless coop mod?
8  Exterminatus - Rival Species 2 / Player Discussion / A few idea's from me on: January 08, 2006, 01:30:50 AM
I like it.

Have a bullet upgrade option for higher ranks.
9  Exterminatus - Rival Species 2 / Player Discussion / Gameplay Mode on: January 07, 2006, 07:34:14 PM
Synapse! Player nids do I have to say any more?
10  Exterminatus - Rival Species 2 / Player Discussion / Mode Discussion - Synapse on: January 04, 2006, 09:45:00 PM
Quote from: "zenarion"
This is quite a problem actually. Personally, i'd rather see myself as a Nid warrior/fex with 20 followers: gaunts and rippers. When i march through the ruined city i see my pets swarming around me, jumping ontop boxes, climbing walls to some extent. Then, i see 10 marines walking out of a dark alley. The first thing i do, is i make my pets charge the marines, and attach them with a Venomcannon or whatever Chrome feels like giving me. The marines divide their attacks on me and the bots. after a few marines are slaughtered, but also my swarm is, i fold out my whip, my sword and my scythe tail. And take on the marines.




Ok what you are saying is you want every player Nid to basically have an army, which I understand. But also remeber that this is a game ON THE INTERNET so lets say we have 6 player nids. Now lets do 6 times 20 which is 120 bots plus the 6 players. Then lets say you have 18 marines on the other team. It just keeps adding and adding up. This would probably make the game extremely laggy and unfit to play.

Player nids shouldn't have more than 3 AI partners. And these AI nids should have the same HP as a marine buy only do 35% of the damage a player nid dose. An a player nid should be able to kill a marine in 1-2 hits. So lets say marines have 125 Hp, the player nid should do around 115 and after that the 3 AI nids should be able to kill it easy.
11  Exterminatus - Rival Species 2 / Player Discussion / Mode Discussion - Synapse on: January 04, 2006, 05:48:36 AM
Yes every marine has a set of grenades also.

So I'm sure combat will be 4 marines vs 1 nid and the marines will throw almost or all their nades at the nid. Then the nid comes chargin and the 4 marines open their bolter,heavybolter,rockets.

The nids need to be REALLY strong. Or it will be one bug killin fest.

It should be 4 marines for every nid. And the AI nids will pretty much be there for distracting the marines or killing weak/hurt marines.

So before you say OMG NIDS WILL BE TO STRONG! Think about all the grenades marines have, Rockets, heavybolter, laserguns, bikes, and any other weapon I forgot about.

Plus I'm sure the marines will Respawn, throw nades, shoot, die and then repeated over and over again till the Nid or Nids are dead.
12  Exterminatus - Rival Species 2 / Player Discussion / Themed Emoticons on: January 03, 2006, 07:34:22 PM
Well lets see em.
13  Exterminatus - Rival Species 2 / Player Discussion / Mode Discussion - Exterminatus on: January 01, 2006, 08:27:45 PM
If you people vote for this mode on the 7th this is what you will get.

A future type coop mod where the AI do the same things over and over on the same maps.

An like the other coop mods for HL2 have only around 3 serves and 4 people play the game in 3 days.

This would make the mod old and repetitive. If the mod is player vs player "Synapse" not only do you have player nids controlling the AI but you also have diffrent games everytime instead of the AI doing the same old same old from what they were coded to do.
14  Exterminatus - Rival Species 2 / Player Discussion / Mode Discussion - Synapse on: January 01, 2006, 08:21:40 PM
Thanks for helping me iwth my questions.

Now everyone here needs to vote for Synapse. Other wise it will be a future coop mod.
15  Exterminatus - Rival Species 2 / Player Discussion / Mode Discussion - Synapse on: January 01, 2006, 03:36:13 AM
This one for sure. I would love to be a huge Nid and controll smaller ones and make them attack the marine. I hope others will support me in this one. The other modes seem a bit dull.

Just think of controlling the antlions in HL2 but as an antlion gaurd. But instead as a huge powerful Tyranid.


Questions:

 Once the AI nids die will they respawn or will the player have to "create" more of them?

Will the AI nids rely on strength or in numbers?


Suggestions:

The player controlled nid should be massive and able to take marines down with one or two hits. Have around 4000 Hp able to heal by eating marines or something. Slow but should have some kind of short sprint/charge attack.

The AI nids should have ALOT of hp but do around 35% of the damage the player ones do. Pretty quick, speed similar to the antlion.

All nids should be weak against fire and explosions. Bullets from the Bolter should do around 3 dmg each.

The 3 commands the the AI nids could be sent by the Player nid is Attack, Move to this area, Defend me or follow me.

Around 4-5 player controlled nids(depending on the amound of players) And 3-4 AI nids each player nid can controll.

Thats about all I can think of.
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