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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
HE, already did that and probably you got yourself. +1 to self-owning to the Sir 3 solid Be happy it wasn't a +2, sir.
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Sun Nov 04, 2007 1:50 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
Wow, so even the walking works now? Nice. Hey, sudden bomb idea- allied troop deployment. It detonates, and above the screen a suitable distance, a bunch of lightweight allied clones with good jetpacks come down. Simulated allies, as they help (somewhat), but are not under your command. Foa wrote: HE, already did that and probably you got yourself. +1 to self-owning to the Sir 3 solid Be happy it wasn't a +2, sir. 1. Learn to recognize a joke. 2. Learn to spell the name of what is apparently YOUR OWN GODDAMN COUNTRY. 3. Get the hell out. 4. ??? 5. This place profits.
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Sun Nov 04, 2007 4:50 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
The Fat Sand Rat wrote: Wow, so even the walking works now? Nice. Hey, sudden bomb idea- allied troop deployment. It detonates, and above the screen a suitable distance, a bunch of lightweight allied clones with good jetpacks come down. Simulated allies, as they help (somewhat), but are not under your command. ...You saw the assault bomb. Thats what it does.
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Sun Nov 04, 2007 5:01 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
3 solid wrote: numgun wrote: Guess what? These boys are gibbed, but they sure are alive AND are kickin ass. Damn you. Um.. Prove it! See: Zombie Mod by Mr Evil Poni. Where do you think the zombies come from?
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Sun Nov 04, 2007 8:42 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
Oh right.
Damnit.
Anyway, back to bombs.
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Mon Nov 05, 2007 6:28 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
I need a few opinions:
1. Neutron Shield bomb
Should it eat out terrain like the on the N-Rifle? Since this shield is pretty big (9 times bigger lol) compared to that one and theres a Terrain bomb that clears up ground pretty well soo....
2. Undead bomb
Now how will they spawn? The zombies I mean, right now when you toss the bomb and it hits something, it sends 3 summoning skulls flying at random directions like clusters. When the skull hits terrain, it releases 3 zombies per skull. Thats 9 zombies with chainsaws. Doesnt lag and looks great.
The other idea was the bloodhive, you toss the bomb, you get blood hive that pumps out a zombie non-stop every 30-40 seconds (To prevent massive lags). So this way you get zombies slowly but practically infinately if the opponent doesnt blow up that defenceless hive into bits and pieces. With the skull cluster, you get 9 out-of-the-oven zombies ready to attack anything and everything and will stay in game as long as they live unlike the assault clones that have only 6 secs of lifetime.
3. Yoghurt bomb
What shape of body should Mr yoghurt have? A fat ball? A fat pear shaped body or a tall fat body? Incase you missed what this bomb does:
It creates a walking meat shield for you that grows and gets heavier on each bullet that hits him. Eventually he gets too heavy and wont be able to move since he's too fat. after which you can finish his last HP or wait till he disappears (lifetime 30-40 secs).
4. Weapon bomb
How should I balance this bomb? It will spawn a heavy digger, a custom assault rifle and a chainsaw. maybe 2 of rifles and chainsaws and one digger.
So normally this would cost the player 100 (digger) + 60~ (gun and saw) = 160~ oz. But this bomb makes it cheaper and packs all the stuff in one pack for emergencies.
Now here comes the balancing part.
If I'd make the bomb cost 90 oz I could make it have a hazard such as a light shockwave that throws all the items away from the bomb. Fair no? Or I could make it cost 110 oz without the shockwave or any other hazards... ? Or maybe make the bomb spawn a crate that contains the bombs with some other price?
Suggest what I could do with this! Or give other suggestions for the W letter.
5. Knocker bomb.
The knocker bomb fires a rocket upwards that can knock out any craft out of the skies and then leaves the surface... but if it gets knocked of its course or is fired inside a vertical shaft or such, it will blow up.
2 things:
a) What will the knocker missile look like? Give me pics or descriptions. Should I make it wide or maybe thin? Big or small? What kind of head, pointy or flat? Should I base it on a rocket or a dropship?
and
b) What kind of explosion will it create if it fails to leave the scene? Kinetic mass washout? Ordinary sharpness + mass explosion? Something else and special?
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Tue Nov 06, 2007 1:23 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
Mr. Youhurt should be a square with rough edges, and should be bright blue in colour.
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Tue Nov 06, 2007 1:28 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: AAL Bomb pack discussion topic! *PIX OMFG*
Make zombie hive =D
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Tue Nov 06, 2007 3:48 pm |
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eviltrashcan
Joined: Tue Aug 21, 2007 11:38 pm Posts: 111 Location: Earth....I think..
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Re: AAL BombPack discussion topic! *Final opinions plz!*
Zombie I love the hive idea, (who wouldn't like an endless wall of zombies?!)
Shield Is it possible to make a shield without eating the ground? (otherwise it eats bunkers)
Weapon bomb I still dont see what the advantage would be. A rocket can deliver whatever you need to a specific spot for almost no extra cost (assuming the rocket isn't shot down). A weapon bomb is a neat idea, but would need to be bought in advance by an actor or dropped via ship (which kinda defeats the purpose of an item carrying bomb)
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Tue Nov 06, 2007 10:25 pm |
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Darklink
Joined: Wed Jan 03, 2007 3:49 am Posts: 88 Location: computer chair
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Re: AAL BombPack discussion topic! *Final opinions plz!*
I don't like the idea of having the zombies keep appearing.
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Tue Nov 06, 2007 10:39 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: AAL BombPack discussion topic! *Final opinions plz!*
Waste bomb-spawns a barrel of toxic sludge that when shot leaks acid kinda like a old mod for build 13 but make this a actor so it gets shot at
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Tue Nov 06, 2007 11:20 pm |
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tosty
Joined: Fri Sep 21, 2007 4:45 am Posts: 324
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Re: AAL BombPack discussion topic! *Final opinions plz!*
I got some sprites off a sprite sheet of missles. Mabey you could use one for the knocker missile. I presonaly like the round one.
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Wed Nov 07, 2007 1:05 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: AAL BombPack discussion topic! *Final opinions plz!*
teh penor bomb, it could send razor sharp penors all over and wen they hits they explode into gizzum that slows actors down by getting in the way of their movement paths
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Wed Nov 07, 2007 6:42 am |
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Darklink
Joined: Wed Jan 03, 2007 3:49 am Posts: 88 Location: computer chair
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Re: AAL BombPack discussion topic! *Final opinions plz!*
wutangfan1990 wrote: teh penor bomb, it could send razor sharp penors all over and wen they hits they explode into gizzum that slows actors down by getting in the way of their movement paths No. And your sig is lame. You can't make up a gay ass phrase, and declare it a meme. Also, some people don't like penor flying around and spraying stuff in their faces.
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Wed Nov 07, 2007 6:53 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: AAL BombPack discussion topic! *Final opinions plz!*
Weapon bomb:
It would contain weak/cheap weaponry for cheaper than it is. You don't get much for your money, but it would cost less anyway.
Zombies:
Skulls. Something doesn't seem right about a bomb spitting out a zombie-factory. These are grenades, not buildings.
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Sat Nov 10, 2007 10:21 am |
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