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 Teleporting Hovels

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Add teleporting hovels
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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 10:18 pm

the whole a<->b system should be possible considering you can add custom buildings to the game. Ive seen it done. My brother coded a adv mcg turret that 1. had instantaneous turning 2. had a delayed fire 3. had a faster firing rate 4. more hp

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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 11:51 pm

Delayed fire?
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PostSubject: Re: Teleporting Hovels   Sun Oct 10, 2010 11:52 pm

ya like they would spot you and then fire after 1-2 seconds.

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 1:57 pm

Here is a scenario where hovels would be useful: Aliens are trapped in window room on the account of humans building all around it. Some rants could use the hovel to teleport out and engage the humans.

Scenario 2: You know how in bunker (top), sometimes there aren't any good builders so they block all the entrances for rants? Well a rant could just hovel-port up (a lot faster than going up the walls especially when they are chainsuits shooting at you)

Scenario 3: Large maps- boosts productivity, you can be attacking rets in one place, and then in another.

Also: if human-ports are instituted, make them red or something so they are different from tele-nodes.

F1

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 2:25 pm

Here's a scenario: builder sucks and blocks rant, then SD starts and the hovel is destroyed and the rant is fúcked. Or, the more likely, aliens spam hovel and a clusterfúck of teleporting follows. Just a few scenarios.
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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 2:35 pm

I honestly don't see why aliens need an enhancement, they are quite strong especially rants (which is all you have been referring to, would be using these teleporters). This would only give aliens like a 10-15% better chance of winning as they already win like 55-60% of games already due to their strength and up front constant attacks. Having the ability to switch from both sides (bunker to hall and vice versa) to avoid flanks would make it near impossible to even play against them as human. I'm not exactly for the idea, but it would be an interesting idea IF it was on a vote/poll to be turned on if it was voted for and everyone agreed or passed by over 50% (or whatever is necessary). Having it as a permanent fixture? No, not really..

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 3:54 pm

Ok well now that we have practically decided lets run this by bug and doublehex for approval.

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 4:04 pm

I have an inkling that double will not want to do this. Razz

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 4:05 pm

:Lad wrote:
I have an inkling that double will not want to do this. Razz
same
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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 4:36 pm

Well humans can use the hovelports too! It great for lighning strikes if an alien builds a front hoval and a base hovel.

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 5:23 pm

bug said that double had already coded something very close to this

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 6:06 pm

BugHuman wrote:
I remember double had some problems with this about a year and a half ago.

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 6:48 pm

:Lad wrote:
I honestly don't see why aliens need an enhancement, they are quite strong especially rants (which is all you have been referring to, would be using these teleporters). This would only give aliens like a 10-15% better chance of winning as they already win like 55-60% of games already due to their strength and up front constant attacks. Having the ability to switch from both sides (bunker to hall and vice versa) to avoid flanks would make it near impossible to even play against them as human. I'm not exactly for the idea, but it would be an interesting idea IF it was on a vote/poll to be turned on if it was voted for and everyone agreed or passed by over 50% (or whatever is necessary). Having it as a permanent fixture? No, not really..

well for aliens i can c using it, but i can also see why they dont rly need it

for h thou i think if u did it as all power sources teleport ( kinda like unreal tournament )

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 11:43 pm

seb0910 wrote:
:Lad wrote:
I have an inkling that double will not want to do this. Razz
same

I third that. Ill explain to someone how to do it very precisely but I won't cause I can't be the only one who ever does this and I'm also lazy. Razz
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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 11:53 pm

doublehex wrote:
seb0910 wrote:
:Lad wrote:
I have an inkling that double will not want to do this. Razz
same

I third that. Ill explain to someone how to do it very precisely but I won't cause I can't be the only one who ever does this and I'm also lazy. Razz
Looks like finally someone got tired of hacking through the mountain of excrement that is the trem codebase.

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PostSubject: Re: Teleporting Hovels   Mon Oct 11, 2010 11:58 pm

linux26 wrote:
doublehex wrote:
seb0910 wrote:
:Lad wrote:
I have an inkling that double will not want to do this. Razz
same

I third that. Ill explain to someone how to do it very precisely but I won't cause I can't be the only one who ever does this and I'm also lazy. Razz
Looks like finally someone got tired of hacking through the mountain of excrement that is the trem codebase.

I dunno what your talking about "finally." I been tired with it. Its like using a god damn spork to break through a steel reinforced concrete wall.
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PostSubject: Re: Teleporting Hovels   Tue Oct 12, 2010 12:39 am

doublehex wrote:
seb0910 wrote:
:Lad wrote:
I have an inkling that double will not want to do this. Razz
same

I third that. Ill explain to someone how to do it very precisely but I won't cause I can't be the only one who ever does this and I'm also lazy. Razz

I'd love to get instructions from the best!!

...unfortunately im too busy, ( 4 math assignments behind, physics lab & project 3 history assignments and no time to do THEM! )

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PostSubject: Re: Teleporting Hovels   Tue Oct 12, 2010 10:56 am

doublehex wrote:
linux26 wrote:
doublehex wrote:
seb0910 wrote:
:Lad wrote:
I have an inkling that double will not want to do this. Razz
same

I third that. Ill explain to someone how to do it very precisely but I won't cause I can't be the only one who ever does this and I'm also lazy. Razz
Looks like finally someone got tired of hacking through the mountain of excrement that is the trem codebase.

I dunno what your talking about "finally." I been tired with it. Its like using a god damn spork to break through a steel reinforced concrete wall.
Prisoners do that all the time in the movies Razz They make it look so easy

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PostSubject: Re: Teleporting Hovels   Tue Oct 12, 2010 5:51 pm

That sounds pretty cool.... "Doublehex The HACKER" Thats the movie title.

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PostSubject: Re: Teleporting Hovels   Tue Oct 12, 2010 7:37 pm

-theMbaude wrote:
That sounds pretty cool.... "Doublehex The HACKER" Thats the movie title.


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PostSubject: Re: Teleporting Hovels   Wed Oct 13, 2010 10:10 am

...what?

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PostSubject: Re: Teleporting Hovels   Wed Oct 13, 2010 5:21 pm

Sorry I'm late, but it seems to me that if such a thing was done, it'd have to be like the eggs...teleported to the nearest available hovel. However, I foresee a problem. If an alien/human was damaged, he wouldn't have to worry as much about being chased with low health and can just appear back to base without going through a whole map to be killed.

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PostSubject: Re: Teleporting Hovels   Wed Oct 13, 2010 6:17 pm

vyrus@ubuntu wrote:
-theMbaude wrote:
That sounds pretty cool.... "Doublehex The HACKER" Thats the movie title.


:Lad wrote:
...what?


I denied his loan for da movie caus the title sucked....

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PostSubject: Re: Teleporting Hovels   Wed Oct 13, 2010 7:56 pm

I thought it had a nice ring to it...

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PostSubject: Re: Teleporting Hovels   Wed Oct 13, 2010 8:21 pm

-theMbaude wrote:
I thought it had a nice ring to it...




i'd noticed...

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