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motorbikes for trem?
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Topic: motorbikes for trem? (Read 13934 times)
maxell
Turrets: +2/-54
Posts: 108
motorbikes for trem?
«
on:
February 02, 2008, 11:17:47 AM »
i was playing halo the other day and i thought about trem i don't know if this tpoic has already been talked about but anyway...
i was thinking to insert some motorbikes for the humans so there could curry up to 2 people (a driver and a passager)( bsuits cannot mount this vehicle) and 2 little rifle like guns at the front which can shoot the aliens...
for the aliens i was thinking of a worm like a booster worm kinda thing which is an acuall aliens form it has like 1000 hp due to it size and length and also due to what it cannot atk very well ( like a granger but a bit more powerful) which can carry up to 2 aliens ( does not including tyrant and adv goon), the worm can also climb up a wall...
i do not know how complicated that would be but....
Logged
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Re: motorbikes for trem?
«
Reply #1 on:
February 02, 2008, 12:04:33 PM »
Quote from: maxell on February 02, 2008, 11:17:47 AM
don't know if this tpoic has already been talked about but anyway...
If you use the search button you would quickly know that is has. See the previous threads for discussion and conclusions.
Logged
lizards160
Turrets: +1/-5
Posts: 62
Re: motorbikes for trem?
«
Reply #2 on:
February 03, 2008, 01:24:01 AM »
i like it but since im new here i think this would be VERY HARD
Logged
ShadowNinjaDudeMan
Turrets: +86/-58
Posts: 1388
NOM!NOM!NOM!
Re: motorbikes for trem?
«
Reply #3 on:
February 03, 2008, 04:08:52 PM »
Think about it, motorbikes in the maps we have right now just wouldnt do, youd be constantly htting off walls, it would be like handling a rocket proppelled blimp, disasterous.
Unless you make larger maps, but then humans get advantage through range, and the maps get laggy.
Think of another mode of transport is my advice.
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Quote from: Colynn' on August 13, 2009, 04:21:09 PM
My favorite player is Jesus, because everything is forgiven when he respawns.
NOM!NOM!NOM!
seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #4 on:
February 05, 2008, 04:40:54 AM »
my idea would be to make a huge battlesuit-robot looking thing, it would carry two humans (one driver and one gunner)
Human goes to arm, purchases such armour (2000 creds for just the vehicle) then it works like a hovel, where another human gets close to the player using the unit and presses q or something to enter as gunner)
The "Mobile Suit" (=D) would have lots of hp and would need to have slow movements and turn rates.
There could also be addons to it, like a "Energy Storage" that could also allow other players to recharge energy weapons in it
Also it would need to be impossible to switch between gunner and driver (to avoid too much power to the unit and add make the gunner death a weakpoint)
Edit:
=D
«
Last Edit: February 05, 2008, 05:03:11 AM by seeeker
»
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mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: motorbikes for trem?
«
Reply #5 on:
February 05, 2008, 05:24:08 AM »
Would work great in cities, not so well inside a building, (as pretty much all trem maps are).
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
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Death On Ice
Turrets: +126/-141
Posts: 1287
Re: motorbikes for trem?
«
Reply #6 on:
February 05, 2008, 05:34:43 AM »
And Aliens get ultralisk, right?
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seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #7 on:
February 05, 2008, 06:02:13 AM »
aliens could get a blob like alien that does area damage (overmind like), also it would serve as a movable spawn/booster/creep =D
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Kuszja
Turrets: +1/-0
Posts: 72
Re: motorbikes for trem?
«
Reply #8 on:
February 05, 2008, 06:53:31 PM »
Interesting, but that could give the humans too much of an advantage. From what I can tell about the game, the only way to take down a good tyrant is for a group of humans (like 4+) to attack it at once and not let it heal because a tyrant can kill a lone human faster than you can say pwned .
=
. With the MbS (Mobile Suit), this could bring the numbers down to 2 humans, or one MbS, to confront the tyrant. (MbS) =
. Obviously, n00bs will MbS spam and run around randomly in as many fully operable MbS as possible (presumably getting owned too), but people who team up on the tyrant will have a greater chance of winning, or at least be able to defend the Human base quite well. Since the tyrant is the strongest alien, the dragoon, marauder, and maybe the basilisk would be helpless against the MbS. Just like a group of humans with no chain guns, lucy cannon, or pulse rifle are weak against tyrants. The dretch could sneak by on the ceiling and kill the gunner, rendering the MbS useless. The only problem with that is the basic human with a rifle cannot render a tyrant useless.
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mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: motorbikes for trem?
«
Reply #9 on:
February 06, 2008, 02:32:21 AM »
And if the tyrants teamed up together?
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
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~Mooseberry.
Circle
Turrets: +8/-13
Posts: 93
Re: motorbikes for trem?
«
Reply #10 on:
February 06, 2008, 05:25:11 AM »
It would be cool, but you'd need to find a modeler, a programer.
Heh, aliens able to climb on the suit o.o or lisks being able to paralyze speeders in starwars.
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mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: motorbikes for trem?
«
Reply #11 on:
February 06, 2008, 05:28:20 AM »
I think the point is that it would be near impossible to navigate one of those things inside most tremulous maps.
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #12 on:
February 06, 2008, 06:19:01 AM »
you need to have in mind that it is sort of like a vehicle, not for vents and such. Where a tyrant fits, so does the unit. (in theory).
Quote
It would be cool, but you'd need to find a modeler, a programer.
I would like to help myself (I could probably pick up the skills =P) I would just need a guide to start.
Logged
Kuszja
Turrets: +1/-0
Posts: 72
Re: motorbikes for trem?
«
Reply #13 on:
February 06, 2008, 03:30:24 PM »
Good point about the tyrants teaming up, I didn't realize I left that out. Four humans can hide in places that tyrants can't get to/attack and shoot at the tyrant where as aliens can't hide in a safe spot and shoot at the MbS, because the MbS can shoot and the aliens can't (with the exception of the dragoon and its 3/4 worth while shots, but it probably doesn't hide well). Maybe a mobile repeater (for both teams) would add an interesting twist to game play.
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Revan
Turrets: +11/-88
Posts: 306
[N7]Revan
Re: motorbikes for trem?
«
Reply #14 on:
February 06, 2008, 03:57:41 PM »
The counter to the MbS?
Skunk! (and Adv. Skunk)
this alien would look like a blob with a HUGE acid tube / trapper on the front it could shoot acid from a medium range (about the length of the outside area in ATCS?) and the the advanced version would have a big trapper that would work at long range, it might also be a mobile booster, and poison any humans that touch it.
What do you think?
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[N7]Revan
One Marauder to rule them all!
Shadowgandor
Turrets: +61/-66
Posts: 826
Re: motorbikes for trem?
«
Reply #15 on:
February 06, 2008, 05:57:46 PM »
I'd rather get a dung beatle or something more insectish, but I don't like any ideas here anyway (including my own
)
Logged
Kuszja
Turrets: +1/-0
Posts: 72
Re: motorbikes for trem?
«
Reply #16 on:
February 07, 2008, 11:55:46 PM »
I like the alien acid shooting ability because there are not enough ranged attacks on the alien side. Maybe not as a vehicle though, because as mooseberry pointed out, it would be hard to get a vehicle moving around in most current trem maps. It might also be interesting to see what a temporary speed booster for the humans would do with the alien acid spitting ability.
Why I think vehicles won't work is based on the fact that the aliens cannot effectively attack the humans at a distance. Because of this, the maps have to be designed in such a way where the aliens can get close to the human with out being seen. This means there would be a lot of view blocking geometry like crates, turns in hallways, pillars, debris, etc. that allow aliens to get close to a human with out being picked off. Such geometry is not conducive for good vehicle movement.
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maxell
Turrets: +2/-54
Posts: 108
Re: motorbikes for trem?
«
Reply #17 on:
February 08, 2008, 04:11:38 AM »
what about a high tech b suit? it would be a bit nigger then a normal b suit and come with a double weapon slots ( you can get two lgun or 2 prifle or 2 chainguns so on) but the adv b suit would cost 1000 and woulb be a bit slower to move /turn to make it a disadvatage?
Logged
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"
Kuszja
Turrets: +1/-0
Posts: 72
Re: motorbikes for trem?
«
Reply #18 on:
February 08, 2008, 04:23:51 AM »
Maybe with its own weapon instead of double weapon slots. Just picture double luci spamming. It could work as long as the human shooting at the (presumably) tyrant isn't able to kill the tyrant faster than the tyrant can kill the human in a perfectly balanced confrontation.
Logged
Lava Croft
Guest
Re: motorbikes for trem?
«
Reply #19 on:
February 08, 2008, 07:00:07 AM »
Look
here
for a list of things that will most likely not make it into Tremulous.
Logged
seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #20 on:
February 08, 2008, 07:48:50 AM »
WAHH so much stuff that would make trem so much better! =O_
Is that like a predecessor of trem? o_O
Logged
Lava Croft
Guest
Re: motorbikes for trem?
«
Reply #21 on:
February 08, 2008, 08:02:44 AM »
Quote from: seeeker on February 08, 2008, 07:48:50 AM
WAHH so much stuff that would make trem so much better! =O_
No.
Quote from: seeeker on February 08, 2008, 07:48:50 AM
Is that like a predecessor of trem? o_O
Yes.
Logged
maxell
Turrets: +2/-54
Posts: 108
Re: motorbikes for trem?
«
Reply #22 on:
February 08, 2008, 11:32:39 AM »
i mean that al weapons apart of lucifier pain saw and mass driver ar able to be double it also has 2x for chainguns
talking about that i reckon a chaingun with a bit more ammo would help alot the humans
Logged
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"
Revan
Turrets: +11/-88
Posts: 306
[N7]Revan
Re: motorbikes for trem?
«
Reply #23 on:
February 08, 2008, 01:44:03 PM »
My wants for an adv. bsuit:
radar
battery
ammo pack
all I can think of right now
Logged
[N7]Revan
One Marauder to rule them all!
maxell
Turrets: +2/-54
Posts: 108
Re: motorbikes for trem?
«
Reply #24 on:
February 13, 2008, 10:03:01 AM »
lol for the motor bikes we have thought it is a bit hard to do and control so an adv bsuit would be:
-bigger (maybe 1.5 TIMES to 2 times bigger)
-have a radar (which can see longer then a helmet)
-have an ammo pack which doubles an weapon you are carring in apart of lucifier (to avoid even more spamm)
-have a two slots weapon for small guns like (pain saw, shotgunand rifle)
-have a battery which other peaple can use to refill the weapon (works only once, to avoid being to good)
-but it has the speed of a crouching human to make it a bit ga,
-it can pivot (for the aim) but it cannot on itself ( eg like doing a 360 on the ground without moving, to do it you will have to walk slowly and turn
but i am thinking it might be unfair for the aliens so.. i was thinking of making these aliens have more health:
dretch +25
all basiliks + 50
all marauder + 75
all goons +100
tyrants +150 (becuase the slower then the other so more hp)
i think it would make it pretty fair on various terrains of course some terrains would favorise the adv bsuit (like long,straight corridors) but would favourise the aliens (on bends and corners)
so what do you think eh?
Logged
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Re: motorbikes for trem?
«
Reply #25 on:
February 29, 2008, 01:39:52 AM »
Bollocks to motorbikes, Tremulous needs these:
Logged
TinMan
Turrets: +49/-70
Posts: 1020
Re: motorbikes for trem?
«
Reply #26 on:
February 29, 2008, 03:13:05 AM »
Vehicles ruin games, just look at the UT series.
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Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
X-20
Turrets: +62/-33
Posts: 268
Obey the way of the 1337.
Re: motorbikes for trem?
«
Reply #27 on:
February 29, 2008, 03:35:57 AM »
Quote from: Taiyo.uk on February 29, 2008, 01:39:52 AM
Bollocks to motorbikes, Tremulous needs these:
(uber image)
Are those real? xD
Logged
Quote from: Stannum
I'm busy making muffins right now so I'll have to ban you later. >:|
Quote
<joey`> mcdonalds fired me for trying to install irc on the teleprompter
Taiyo.uk
Turrets: +222/-191
Posts: 2309
Re: motorbikes for trem?
«
Reply #28 on:
February 29, 2008, 03:40:01 AM »
Yes they are.
Logged
mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: motorbikes for trem?
«
Reply #29 on:
February 29, 2008, 05:33:05 AM »
NAH... What we really need are some of these:
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
Shadowgandor
Turrets: +61/-66
Posts: 826
Re: motorbikes for trem?
«
Reply #30 on:
February 29, 2008, 02:27:25 PM »
No, we need this:
Logged
maxell
Turrets: +2/-54
Posts: 108
Re: motorbikes for trem?
«
Reply #31 on:
March 01, 2008, 10:40:39 PM »
well why don't we put all of them put we need someone to make them ( i can't) and most people here can't so if you can voice up
Logged
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"
TinMan
Turrets: +49/-70
Posts: 1020
Re: motorbikes for trem?
«
Reply #32 on:
March 02, 2008, 09:11:18 PM »
I can't click your "smite" link quick enough.
Logged
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Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
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player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: motorbikes for trem?
«
Reply #33 on:
March 02, 2008, 10:46:30 PM »
Quote from: TinMan on March 02, 2008, 09:11:18 PM
I can't click your "smite" link quick enough.
QFT!!!
I can't applaud that sentiment quick enough.
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The Fractal Zion Incident
,
OR
How One Man Singlehandedly Saved the Brindus System
The Dreaded
"Third Race"
Suggestion:
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seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #34 on:
March 03, 2008, 11:09:48 PM »
TinMans alive =O
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player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: socks for trem?
«
Reply #35 on:
March 03, 2008, 11:21:03 PM »
Or at least his account has been reactivated...
So far, it seems consistent with the character once known as "TinMan". Further observation required.
On Topic: How about a monowheel-thingamabob? Costs 999 bp...
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mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: socks for trem?
«
Reply #36 on:
March 04, 2008, 04:15:57 AM »
Quote from: player1 on March 03, 2008, 11:21:03 PM
On Topic: How about a monowheel-thingamabob? Costs 999 bp...
Great, something to make unlimited build servers lag even more...
Jk.....sorta
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: monowheel? monowheel!
«
Reply #37 on:
March 04, 2008, 04:27:42 AM »
Quote from: mooseberry on March 04, 2008, 04:15:57 AM
Quote from: player1 on March 03, 2008, 11:21:03 PM
On Topic: How about a monowheel-thingamabob? Costs 999 bp...
Great, something to make unlimited build servers lag even more...
Jk.....sorta
Look at
this
. It makes as much sense as ubp.
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The Fractal Zion Incident
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mooseberry
Community Moderators
Turrets: +666/-325
Posts: 3934
Hello.
Re: monowheel? monowheel!
«
Reply #38 on:
March 04, 2008, 06:16:53 AM »
Quote from: player1 on March 04, 2008, 04:27:42 AM
Quote from: mooseberry on March 04, 2008, 04:15:57 AM
Quote from: player1 on March 03, 2008, 11:21:03 PM
On Topic: How about a monowheel-thingamabob? Costs 999 bp...
Great, something to make unlimited build servers lag even more...
Jk.....sorta
Look at
this
. It makes as much sense as ubp.
Sorry for a Starwars
link,
but I just saw a big connection, so...
Logged
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]
मैं हिन्दी का समर्थन
~Mooseberry.
player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: monowheel? monowheel!
«
Reply #39 on:
March 04, 2008, 06:22:34 AM »
Quote from: mooseberry on March 04, 2008, 06:16:53 AM
Quote from: player1 on March 04, 2008, 04:27:42 AM
Quote from: mooseberry on March 04, 2008, 04:15:57 AM
Quote from: player1 on March 03, 2008, 11:21:03 PM
On Topic: How about a monowheel-thingamabob? Costs 999 bp...
Great, something to make unlimited build servers lag even more...
Jk.....sorta
Look at
this
. It makes as much sense as ubp.
Sorry for a Starwars
link,
but I just saw a big connection, so...
See, now there's a serious suggestion. What would the Humans get, though?
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jackForward
Turrets: +12/-4
Posts: 100
Re: motorbikes for trem?
«
Reply #40 on:
March 04, 2008, 10:14:40 AM »
Hummies get a pogostick and discover new ways to enter the alien base or fight those damned maras.
>>
http://en.wikipedia.org/wiki/Pogo_stick
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player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: unibikes for trem?
«
Reply #41 on:
March 04, 2008, 06:10:24 PM »
Another serious suggestion, in a thread full of fail...
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seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #42 on:
March 04, 2008, 09:23:19 PM »
Id like to see one of those onewheel vehicles stuck on mud or something, driver would spin like crazy lol
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player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: if it's not a vehicle, what is it?
«
Reply #43 on:
March 04, 2008, 10:29:46 PM »
I think something like
this
would be appropriately balanced for Trem action (providing, of course, that you're talking about
jumpboost-enabled
pogo sticks for the Humans).
I wonder if the OP got the message yet...
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The_Spy
Turrets: +1/-5
Posts: 12
If you think you have no life...
Re: motorbikes for trem?
«
Reply #44 on:
January 04, 2009, 09:30:11 PM »
Even with a vehicle for humans, Aliens would need to have some MASSIVE kickass new class to counter it. Plus: Vehicle+ATCS=FAIL
Logged
There is no spoon. Or no continent called Europe. No spoon or Europe. Okay, that makes sense.
Archangel
Guest
Re: motorbikes for trem?
«
Reply #45 on:
January 04, 2009, 09:35:02 PM »
Wow, you like necroposting AND ellipses too...
Logged
cactusfrog
Turrets: +676/-176
Posts: 390
Re: motorbikes for trem?
«
Reply #46 on:
January 05, 2009, 04:50:24 AM »
Quote from: seeeker on February 05, 2008, 04:40:54 AM
my idea would be to make a huge battlesuit-robot looking thing, it would carry two humans (one driver and one gunner)
Human goes to arm, purchases such armour (2000 creds for just the vehicle) then it works like a hovel, where another human gets close to the player using the unit and presses q or something to enter as gunner)
The "Mobile Suit" (=D) would have lots of hp and would need to have slow movements and turn rates.
There could also be addons to it, like a "Energy Storage" that could also allow other players to recharge energy weapons in it
Also it would need to be impossible to switch between gunner and driver (to avoid too much power to the unit and add make the gunner death a weakpoint)
Edit:
=D
like this
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player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: Tremulous 1.7
«
Reply #47 on:
January 05, 2009, 05:33:11 AM »
As long as they can't aim upward at my flying alien.
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Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Re: motorbikes for trem?
«
Reply #48 on:
January 05, 2009, 11:34:01 PM »
Quote from: cactusfrog on January 05, 2009, 04:50:24 AM
Quote from: seeeker on February 05, 2008, 04:40:54 AM
my idea would be to make a huge battlesuit-robot looking thing, it would carry two humans (one driver and one gunner)
Human goes to arm, purchases such armour (2000 creds for just the vehicle) then it works like a hovel, where another human gets close to the player using the unit and presses q or something to enter as gunner)
The "Mobile Suit" (=D) would have lots of hp and would need to have slow movements and turn rates.
There could also be addons to it, like a "Energy Storage" that could also allow other players to recharge energy weapons in it
Also it would need to be impossible to switch between gunner and driver (to avoid too much power to the unit and add make the gunner death a weakpoint)
Edit:
[img ]http://s1.kieru.net/72vehiclesketch.jpg[/img]
=D
like this
[img width=960 height=768 ]http://www.mobygames.com/images/i/45/30/292330.jpeg[/img]
No, I would think more like this:
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Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...
atomic1fire
Turrets: +0/-6
Posts: 9
Re: motorbikes for trem?
«
Reply #49 on:
January 14, 2009, 03:43:10 AM »
A carrier class alien,
One alien that can carry several other smaller ones, with reasonably good defense. with an acid tube or something on its back.
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CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: motorbikes for trem?
«
Reply #50 on:
January 14, 2009, 04:28:32 PM »
no alien needs carrying. the tyrant has charge, goons have pounce, dretches have speedhax and basi's have gas drugs. and grangers stay at home
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Quote
<Timbo> posting on the trem forums rarely results in anything good
player1
Turrets: +527/-401
Posts: 3062
ohaider!
Re: carrier aliens for trem?
«
Reply #51 on:
January 14, 2009, 07:34:51 PM »
Quote from: atomic1fire on January 14, 2009, 03:43:10 AM
It's fun to reply without even reading the thread!
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The Fractal Zion Incident
,
OR
How One Man Singlehandedly Saved the Brindus System
The Dreaded
"Third Race"
Suggestion:
The Unvanquished!
seeeker
Turrets: +19/-5
Posts: 122
Re: motorbikes for trem?
«
Reply #52 on:
January 21, 2009, 08:29:42 PM »
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Dretchdude
Turrets: +1/-1
Posts: 14
Re: motorbikes for trem?
«
Reply #53 on:
March 21, 2011, 11:55:39 PM »
I'm risking the existence of my account to revive this topic
. But while I'm sacrificing my account
, I will say this; It would be too easy to have ATCS cleared of the middle part and have vehicle spawns right outside the human base (if vehicles and spawns were already created, that is). And just like the water alien idea, maps are made with little space because we don't NEED all that much area. In fact, that makes it better for the aliens. So maybe we can make bigger areas in maps where there will be vehicles, and spots where it's too tight for them to exist.
I know this sounds dramatic, folks, but my account is probably gonna be deleted for replying to an old post. So I will say my goodbyes. Thank you, everyone, for giving me such a great time on the Tremulous forums (even if I just made a fool of myself all the time). No, I'm not making a new account. Sorry. But who cares? You guys never liked me anyway. So if you reply and I don't reply back, then that means that my account's gone. Bye, Trem fans, and thank you for being flamers (I get a good laugh all the time here)!
«
Last Edit: March 21, 2011, 11:57:51 PM by Dretchdude
»
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UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: motorbikes for trem?
«
Reply #54 on:
April 02, 2011, 11:04:04 PM »
Trem maps don't have large areas/lots of water not because we don't need it, but because those make the map totally human biased.
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Ingar's NetRadiant
Minimum
Turrets: +4/-6
Posts: 126
Re: motorbikes for trem?
«
Reply #55 on:
April 03, 2011, 06:00:35 AM »
Bad idea. The only games in which vehicles actually work in multiplayer are Battlefield... and maybe Halo.
Plus, motorbikes on ATCS? Where the hell would you go?
Logged
Nux
Turrets: +257/-69
Posts: 1733
Re: motorbikes for trem?
«
Reply #56 on:
April 03, 2011, 02:46:48 PM »
Quote from: Dretchdude on March 21, 2011, 11:55:39 PM
I'm risking the existence of my account to revive this topic
. But while I'm sacrificing my account
, I will say this; It would be too easy to have ATCS cleared of the middle part and have vehicle spawns right outside the human base (if vehicles and spawns were already created, that is). And just like the water alien idea, maps are made with little space because we don't NEED all that much area. In fact, that makes it better for the aliens. So maybe we can make bigger areas in maps where there will be vehicles, and spots where it's too tight for them to exist.
I know this sounds dramatic, folks, but my account is probably gonna be deleted for replying to an old post. So I will say my goodbyes. Thank you, everyone, for giving me such a great time on the Tremulous forums (even if I just made a fool of myself all the time). No, I'm not making a new account. Sorry. But who cares? You guys never liked me anyway. So if you reply and I don't reply back, then that means that my account's gone. Bye, Trem fans, and thank you for being flamers (I get a good laugh all the time here)!
It's nice to see a polite and well considered necro. It's refreshing. Still best to just not do it. Just start a new thread with a link to this thread in it.
I don't think you have anything to worry about anyway, if ULTRA Random ViruS hasn't had his account deleted I don't see why yours would be. He has you beat on number and degree.
As for the actual topic, if you want areas that you can traverse the map fast and areas that you can't, just stick a moving platform in. I don't see any situation where vehicles add to gameplay unless you changed tremulous a great deal from what it is now. Still, if you can code it be my guest to try it out.
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http://img826.imageshack.us/img826/4831/sigflamew00t5.png
'Nux sux'.. Man, that's catchy!
RAKninja-Decepticon
Turrets: +14/-673
Posts: 757
:dretch: :basilisk: :tyrant: and Decepticon
Re: motorbikes for trem?
«
Reply #57 on:
April 03, 2011, 03:40:38 PM »
Quote from: Minimum on April 03, 2011, 06:00:35 AM
Bad idea. The only games in which vehicles actually work in multiplayer are Battlefield... and maybe Halo.
Plus, motorbikes on ATCS? Where the hell would you go?
no and no. try planetside and tribes 2.
really, battlefield and halo, what are the doping these kids up with nowadays?
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Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
6c.) Do NOT troll!
Minimum
Turrets: +4/-6
Posts: 126
Re: motorbikes for trem?
«
Reply #58 on:
April 03, 2011, 09:12:08 PM »
Quote from: RAKninja-Decepticon on April 03, 2011, 03:40:38 PM
Quote from: Minimum on April 03, 2011, 06:00:35 AM
Bad idea. The only games in which vehicles actually work in multiplayer are Battlefield... and maybe Halo.
Plus, motorbikes on ATCS? Where the hell would you go?
no and no. try planetside and tribes 2.
really, battlefield and halo, what are the doping these kids up with nowadays?
I have and I have. I think both those games would be better off with more maps not built around vehicles. Tribes 2 maybe less so, I thought Tribes 2 was a game pretty close to perfection, but still.
EDIT: Additonally, you're the one whose been "Doped up", according to your horrid grammar.
«
Last Edit: April 04, 2011, 08:39:39 AM by Minimum
»
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swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: motorbikes for trem?
«
Reply #59 on:
April 07, 2011, 01:38:09 AM »
*Vroom Vroom*
Pew Pew Pew Pew Pew
Come On!
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Sockem
Turrets: +0/-11
Posts: 36
Re: motorbikes for trem?
«
Reply #60 on:
April 08, 2011, 02:17:06 AM »
WE NEED ADV B SUIT
we need
*Radar
*More armour
*1000 cred
* IT'S VERY OWN "lightning gun"
*lightning gun recharges over time
*2 times more powerful than painsaw
*lightning gun has 10 ft radius
*when adv bsuit is damaged, lightning gun starts flickering
*lightning gun has alternate fire that is kinda like a long distance welder
*low fueled jetpack (able to go long distances without jet-camping
*instead of crouching, the crouch button for 3 seconds activates the suit's overdrive mode
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Sockem
Turrets: +0/-11
Posts: 36
Re: motorbikes for trem?
«
Reply #61 on:
April 08, 2011, 02:31:14 AM »
*overdrive mode turns standard lightning gun off (it becomes pain saw-like thing)
*suit goes extremely fast
* in overdrive, jumping makes the suit shoot a plasma ball downward, hurting adv bsuit, but propells it upward...high
*plasma does 20 ft splash dmg
*jets turn off during overdrive
*overdrive makes adv bsuit FAST
*makes bsuit fragile and gives it low armour
*if it dies durring overdrive, it makes 10 ft explosion
*ovrdrv lasts 2 mins
*another overdrive costs 700 creds
Logged
Sockem
Turrets: +0/-11
Posts: 36
Re: motorbikes for trem?
«
Reply #62 on:
April 08, 2011, 02:37:45 AM »
SOMEBODY PLEASE RECKOGNIZE MY IDEA AND PLEASE SEND IT TO SOMEBODY WHO CREATES MODS
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DraZiLoX
Turrets: +24/-24
Posts: 844
Re: motorbikes for trem?
«
Reply #63 on:
April 08, 2011, 03:57:49 PM »
NICE TRIPLEPOST BRO!
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Revan
Turrets: +11/-88
Posts: 306
[N7]Revan
Re: motorbikes for trem?
«
Reply #64 on:
September 11, 2012, 11:55:02 PM »
Quote from: Sockem on April 08, 2011, 02:31:14 AM
[overdrive crap]
1. Buy adv. suit
2. activate overdrive (maybe wait till inside the alien base)
3. run to alien base
4. jump to OM area
5. die
6. repeat till Humans Win
P.S.: I AM BACK!
«
Last Edit: September 11, 2012, 11:56:36 PM by Revan, Reason: I AM BACK
»
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[N7]Revan
One Marauder to rule them all!
hwd
Turrets: +311/-1
Posts: 33
Re: motorbikes for trem?
«
Reply #65 on:
September 12, 2012, 05:58:35 PM »
You necroposted and then edited your post to say "I AM BACK!" with the reason "I AM BACK" when I don't know who you are, but already I'm getting a bad impression
.
Logged
Revan
Turrets: +11/-88
Posts: 306
[N7]Revan
Re: motorbikes for trem?
«
Reply #66 on:
September 14, 2012, 07:44:20 PM »
Quote from: hwd on September 12, 2012, 05:58:35 PM
You necroposted and then edited your post to say "I AM BACK!" with the reason "I AM BACK" when I don't know who you are, but already I'm getting a bad impression
.
Wasnt that much of a necro, and the "I AM BACK"? Taunting Lava Croft.....
Plus I blew a maturity save.
Logged
[N7]Revan
One Marauder to rule them all!
vcxzet
Turrets: +17/-13
Posts: 389
Re: motorbikes for trem?
«
Reply #67 on:
November 22, 2012, 12:52:27 AM »
Quote from: hwd on September 12, 2012, 05:58:35 PM
You necroposted and then edited your post to say "I AM BACK!" with the reason "I AM BACK" when I don't know who you are, but already I'm getting a bad impression
.
310 turrets 30 posts what is not fishy
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