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Support (Read Only) => Suggestions => Topic started by: Lazer Blade on June 30, 2011, 10:05:58 PM

Title: Combine turrent
Post by: Lazer Blade on June 30, 2011, 10:05:58 PM
I was thinking for zs why not exchange the 20 kill nades for a combine turrent ?

Total turrent HP=250
Able to pick up and move
Ammo = 500 must regen when it runs out 5 bullets a sec
3 Dammage a bullet
Can only be destroyed by zombies
Turrent has its own up-grade system up to 20 kills
10 kills = faster fire
20 kills = HP regen hp every 2 secs
 
btw credits to gingerbread for the suggestion
Title: Re: Combine turrent
Post by: Boardtech on June 30, 2011, 10:21:07 PM
Did you mean: Combine current

A wave of combines
Title: Re: Combine turrent
Post by: Lazer Blade on June 30, 2011, 10:36:55 PM
Did you mean: Combine current

A wave of combines

umm no ? I mean a combine turrent like from hl2
Title: Re: Combine turrent
Post by: Hotgreensoldier on June 30, 2011, 10:38:17 PM
umm no ? I mean a combine turrent like from hl2

....Are you deliberately doing that? Combine TURRET....

NVM I GUESS U WER RIGHT. Woopsie.
Title: Re: Combine turrent
Post by: ursus on June 30, 2011, 10:43:29 PM
....Are you deliberately doing that? Combine TURRET....

SHHHHHH

ITS TURRENT

GO WITH IT
Title: Re: Combine turrent
Post by: Alkaline on July 01, 2011, 12:46:16 AM
Noxious Net has a turrent.
It will be way to OP for long hallways,
and coding something like that in Lua would be a pain in the ass.
Or would it?
Title: Re: Combine turrent
Post by: Wafflepiezz on July 01, 2011, 12:02:31 PM
4L zombie server has different human classes and a Vanguard/Engineer class which can builds turrets...However, their turrets aren't movable
Title: Re: Combine turrent
Post by: Hotgreensoldier on July 01, 2011, 12:22:49 PM
4L zombie server has different human classes and a Vanguard/Engineer class which can builds turrets...However, their turrets aren't movable

4L ripped off Chillzone so I'm going to assume they are the same. The turret does shit damage and regenerates ammo whilst not shooting. Although it does serve as a good backup for when you are getting overrun.
Title: Re: Combine turrent
Post by: StartedBullet on July 02, 2011, 09:03:44 PM
If there was a limit of 2-4 per humans ( grenades otherwise ) they should be good. It's hard to make them OP when a fast zombie can just jump over them.
Title: Re: Combine turrent
Post by: Cable on July 02, 2011, 09:10:32 PM
OVER POWERED



ZS doesn't need to be improved gameplay wise.
Title: Re: Combine turrent
Post by: Hotgreensoldier on July 02, 2011, 09:48:48 PM
OVER POWERED



ZS doesn't need to be improved gameplay wise.

I don't like the idea either but....The turrets do ABSOLUTELY shit damage, 3 per shot :/ takes about  4-7 seconds to kill JUST a headcrab.
Title: Re: Combine turrent
Post by: Dale Feles on July 03, 2011, 10:46:30 AM
I'd be a good idea if it does like 1 damage per shot 1 bullet per sec. Or else it will be way too OP.
Title: Re: Combine turrent
Post by: Travelsonic on July 03, 2011, 02:11:57 PM
OVER POWERED


IMO it depends on HOW it is implemented - firing rate, durability, damage per bullet, etc.


ZS doesn't need to be improved gameplay wise.

I disagree - for one, I think we already have no friendly fire, why not make it so team members can't collide with each other?  Sure will spare the frustration on maps like fear tower.
Title: Re: Combine turrent
Post by: Cable on July 03, 2011, 10:19:22 PM
IMO it depends on HOW it is implemented - firing rate, durability, damage per bullet, etc.


I disagree - for one, I think we already have no friendly fire, why not make it so team members can't collide with each other?  Sure will spare the frustration on maps like fear tower.
I helped make Feartower. (See credits sign at the beginning of the map)

The whole point of the map is to separate noobs from the pro's.

Meaning, Getting shoved off is part of the gameplay idea.

Deal with it.
Title: Re: Combine turrent
Post by: Osme on July 04, 2011, 01:38:46 AM
I helped make Feartower. (See credits sign at the beginning of the map)

The whole point of the map is to separate noobs from the pro's.

Meaning, Getting shoved off is part of the gameplay idea.

Deal with it.
noobs push pros off
Title: Re: Combine turrent
Post by: Travelsonic on July 04, 2011, 07:59:10 AM

The whole point of the map is to separate noobs from the pro's.

So, basically, you're using elitist asshattery to defend it?

False dichotomy aside, how do you separate the pros, as you put it?  Seems rather arbitrarily defined, if defined at all.

- Say people push team mates off high cliffs on purpose, killing them
- Say we encounter DoS or DDoS caused lag that causes somebody to bump into another player and push said player off to their death?

Where do those legitimate scenarios - which have occurred continually - and the people "victim" to those situations fall into your dichotomy?


Meaning, Getting shoved off is part of the gameplay idea.

Deal with it.

And I am dealing with it, by saying it's either a shitty mechanic pure and simple, OR a good idea that is poorly implemented - and clearly I'm not the only one who holds that sentiment.  By which, I'm talking about the collisions between players. 

Saying it's a part of game design doesn't make it infallible, or immune from criticism, as ideas that are intended to enhance gameplay can STILL be riddled with problems, and/OR suck.  Saying its part of the design doesn't instantly make it a good idea, or if it IS a good idea, it doesn't make it free from needing to be fixed if issues do arise.


Title: Re: Combine turrent
Post by: coolzeldad on July 14, 2011, 04:56:31 PM
Collisions are as disabled as I can make them with lua. ( There is another alternative to make collisions completely non existent but it is functionally a disaster and has been experimented with multiple times. )

The push is very slight and is part of the gameplay.. also poses as a component of partial realism - a basis of the core concept.
Title: Re: Combine turrent
Post by: Don on July 14, 2011, 05:17:18 PM
I helped make Feartower. (See credits sign at the beginning of the map)

The whole point of the map is to separate noobs from the pro's.

Meaning, Getting shoved off is part of the gameplay idea.

Deal with it.
Excuse me but what the flying fuck are you saying?

Fear tower is a shitty map.
It's not hard to get up and once you're up there it's impossible to die.

You should feel bad for defending maps with elitist asshatery, as the previous poster Travelsonic has correctly put it.