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Author Topic: A few idea's from me  (Read 25498 times)
sarabi
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« on: January 06, 2006, 10:22:34 PM »

I tried to post this message before but for some reason or another it didn't work, anyway i've finally got to writing it up again, anyway enough of me rambling, onto the idea's.

1. Throwing stuff! - ok so perhaps not the best name for an idea but here's the basic idea (i've said this before in the RS forum) phykers could use thier powers like gravity guns, dragging heavy objects, debree, bodies and things, and flinging it at the enemy, This would make the phyker classes far mroe interesting, I mean, who doesn't like gravity gunning? and perhaps different tiers of power could be bought, the higher the tier the heavier the object? from breeze blocks to land raiders! also perhaps this could be implemented for larger tyranids (if they are Players)  but have it so that they have to be really close to pick it up. otherwise you could use the AI's ability to chuck barrels and stuff at people. and tip land raiders. Just an idea.

Another idea is that why not implement different Bolter rounds? their are loads in the w40k fluff, silenced stalker shells, helfire rounds, and so on, I was thinking perhaps have different rounds for different situations, adding tactical deph. (if it's A.I enemies though I have to warn you that Half-life 2 A.I has a bug in it so that it can't react to sound.)

Just two idea's.
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Wolf
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« Reply #1 on: January 06, 2006, 11:21:56 PM »

i like the idea about the psykers throwing stuff, would be perfect for the zoanthrope
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zenarion
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« Reply #2 on: January 07, 2006, 09:27:24 PM »

about AI not reacting to sounds, it can be fixed. i saw a tutorial on VERC that makes you invisible to AI if you walk in shadow, so why cant sound sensitive monsters be added?
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JEBUS
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« Reply #3 on: January 08, 2006, 01:30:50 AM »

I like it.

Have a bullet upgrade option for higher ranks.
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Ozymandias
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« Reply #4 on: January 08, 2006, 04:52:10 AM »

I like the different bolter rounds idea, but are psykers even going to be included? I can't remember having seen them mentioned before.
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Wolf
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« Reply #5 on: January 08, 2006, 11:31:26 AM »

there is a zoanthrope currently
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ChromeAngel
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« Reply #6 on: January 08, 2006, 11:48:32 AM »

A couple of the modes mention Zoanthropes, tyranid psychers.  

The gravity gun does a good impression of telekinisis, we will have to see if a suitable place can be found for it.

Persoanlly i'm not to fond of different ammo types.  They always require special interfaces to manage them (different counters, selection method, switching, animation).  To me as a developer that's a big pain as it's a lot of code.  To me as a player that confusing as their is yet more controls to learn.  That said if you bought a full load at spawn time it would be much more practical to impliment.

Does anyone want to list the varying effects they would expect to see from the various bolt types?
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Typheron
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« Reply #7 on: January 08, 2006, 03:12:54 PM »

Standard round - mass reactive det cap with deuterium core and diamandite tip. Small explosion on impact.

Hellfire Round - Contains a mutgenic acid and needles as shrapnel, small blast covering things in acid.

Inferno Bolt - oxy-phoshur gel core, shits shit on fire

Metal Storm Frag Shell - frangmentation bolt with prox detector, mini nade

Stalker Silenced Shell - mercury slug and gas firing, silent shot at cost of internal explosives.

Kraken Penetrator round - Soild adamantium core and  bigger base charge. Better armour penetration at cost of explosion

It should be noted that some of the rounds are for specific bolters only:

Hellfire is HeavyBolter only as its actually a bigger shell, typically inserted one at a time. 2nd ammo type perhaps fired with the 2nd trigger with only a few rounds.

The silenced shell is normally used for scouts and the like with scoped bolters. Stuff that needs to be quiet

Metal Storm Frag shell was designed to assist termis and is typically only used in strom bolters to give termis a blast weapon when clearing internal spaces as their armour is strong enough to resist the flying shrapnel.
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migb
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« Reply #8 on: January 08, 2006, 05:03:01 PM »

I don't think special ammunition is a good idea either, so I'll move on to the psyckers:

What about having Liberians too? They could be efficient against the Synapse creatures.
The telekinetic powers are easy to make, and cool. Beside the throw-stuff-around effect, it can be made into a Darth Vader force grip also.
I think there should be a damaging power that reaches through cover, there is no cover from a psycker  :twisted:
Also, there should be a power that impairs the enemy vision, movement and accuracy, perhaps area of effect to impair a whole group of enemies.
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Wolf
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« Reply #9 on: January 08, 2006, 07:05:08 PM »

going for the tactical squad theme, here no major characters, jsut the tactical squad
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