Remix Escalation Suggestion
#4321
Posted 08 January 2008 - 01:44 PM
I thought it was such a cool idea.
The thought came to me after watching a film. A guy gets liquid nitrogen poured over him and then he gets shattered into pieces. If it was used, it could be used as an anti infantry weapon. like instant death, but short ranged.
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#4322
Posted 09 January 2008 - 12:41 PM
#4323
Posted 09 January 2008 - 05:46 PM
I agree with some things but i have been known to bug pend about a change muhahaha!!!
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#4324
Posted 09 January 2008 - 08:28 PM
You could just code the weapon to be anti-infantry only, and then add some sort of "special" attack against vehicles.Also, it would be an uber-painin the ass to mod that. every vehicle and unit would need a "frozen" death condition with a new model made.
#4325
Posted 10 January 2008 - 01:38 PM
#4326
Posted 10 January 2008 - 04:03 PM
Is hard to fit that type of weapon in to a faction, because they are all a pretty much finished and not recieving anything new, apart from the changes which you can read on the main forum.
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#4327
Posted 11 January 2008 - 12:57 PM
#4328
Posted 13 January 2008 - 03:32 PM
#4329
Posted 13 January 2008 - 05:35 PM
I actually quite like the idea, even though it is not really needed. Having a plane capable of attacking both ground units and other air units with only just chain gun type weapons is quite cool.
If it was to be made effective against everything, it would need to be " Vulcan" damage and not "gattling damage". and the number of guns should be reduced to about 4, so it is not to overpowered.
The upgrade for reducing damage from chain guns is not needed, because the mod is reaching its upgrade limit and slots need to be saved for more usful upgrades. Also, the chaingun type weapons (gattling tank, minigunners) do very very little damage to tanks, because the damage type is "Gattling", and it is very weak against armour.
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#4330
Posted 14 January 2008 - 01:00 AM
#4331
Posted 14 January 2008 - 07:57 AM
And gattling type weapons do barely any damage to tanks, so giving them an upgrade to delfect it is unnessecary.
Also, it has been discussed briefly to make bullet type weapons have x% chance of missing the target to make it more "realistic"
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#4332
Posted 14 January 2008 - 08:31 AM
Edited by Alias, 14 January 2008 - 08:32 AM.
#4333
Posted 14 January 2008 - 11:12 AM
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#4334
Posted 14 January 2008 - 08:42 PM
#4335
Posted 15 January 2008 - 09:04 AM
Commanche_vulcan is like Small_arms, but it does good damage to light vehicles and buildings. It does mild-t-moderate damage to tanks (as oposied to the 1% damage done by small arms). It does normal damage to aircraft.
I usualy use comanche_vulcan for 30mm guns and other "heavy" machine guns.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4336
Posted 15 January 2008 - 12:25 PM
it should have:
50% chance to do normal damage.
20% chance to do 50% less damage.
20% chance to do 50% more damage.
5% chance that it will damage units only
5% chance that will have 3xRadius and destroy everything in its area of effect(uber)
Edited by Silverx, 15 January 2008 - 12:25 PM.
#4337
Posted 15 January 2008 - 02:58 PM
What about let the ion cannon do random damage:
it should have:
50% chance to do normal damage.
20% chance to do 50% less damage.
20% chance to do 50% more damage.
5% chance that it will damage units only
5% chance that will have 3xRadius and destroy everything in its area of effect(uber)
While *almost* any weapon in ZH can be given a randomized damage it saddly is not nearly as easy to do as it would be in nearly any other game. And, for fast firing weapons, such as the gattling cannon you would almost never actualy see any difference between the randomized and the average of all the damages put togeather.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#4338
Posted 15 January 2008 - 05:33 PM
And tbh, i dont think it would be nessecary Silverx, because with the overcharge the ion cannon is uber, and does a lot of damage normally. Also, because It is a tech level 3 superwepaon, and about $50000 has to be spent before you can get one, and the timer is over 5 minutes, I don't think it should have a random chance of doing less damage at all, just because it takes so long to get one and so much money, you ant your moneies worth of ownage. Also, if that was done then all superweapons should be made like that to make it fair....
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#4339
Posted 17 January 2008 - 04:18 PM
#4340
Posted 18 January 2008 - 07:13 AM
do you think it's possible to add mercenary into the game? like have a special tech building so when captured, you can spawn different types of special units, can maybe different types to suit different maps? something like age of empires...
Its possible, but it requires iether all custom maps OR replacing an exsisting tech building.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
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