| Teleporting Hovels | |
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+10Atlantis Iridescent Blade :Lad BugHuman vyrus@ubuntu null -theMbaude Skeptic TheRoob {ACR}FireFox 14 posters |
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Add teleporting hovels | Yes, try it! | | 100% | [ 11 ] | No, I am not open to change | | 0% | [ 0 ] |
| Total Votes : 11 | | Poll closed |
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Atlantis First Lieutenant
Posts : 1936 Points : 7236 Reputation : 19 Join date : 2009-08-18
| Subject: 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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null Lieutenant General
Posts : 2472 Points : -2147477905 Reputation : 5 Join date : 2008-08-22
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 11:51 pm | |
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Atlantis First Lieutenant
Posts : 1936 Points : 7236 Reputation : 19 Join date : 2009-08-18
| Subject: 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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{ACRit}Chrome Private 2
Posts : 56 Points : 5300 Reputation : 1 Join date : 2010-01-18 Location : ur mom
| Subject: 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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null Lieutenant General
Posts : 2472 Points : -2147477905 Reputation : 5 Join date : 2008-08-22
| Subject: 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 fĂșcked. Or, the more likely, aliens spam hovel and a clusterfĂșck of teleporting follows. Just a few scenarios. | |
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:Lad Lieutenant General
Posts : 1859 Points : -2147478160 Reputation : 20 Join date : 2009-05-04 Age : 33 Location : Just Barely South of Canada
| Subject: 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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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478390 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: 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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:Lad Lieutenant General
Posts : 1859 Points : -2147478160 Reputation : 20 Join date : 2009-05-04 Age : 33 Location : Just Barely South of Canada
| Subject: Re: Teleporting Hovels Mon Oct 11, 2010 4:04 pm | |
| I have an inkling that double will not want to do this. | |
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null Lieutenant General
Posts : 2472 Points : -2147477905 Reputation : 5 Join date : 2008-08-22
| Subject: Re: Teleporting Hovels Mon Oct 11, 2010 4:05 pm | |
| - :Lad wrote:
- I have an inkling that double will not want to do this.
same | |
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Iridescent Blade Sergeant
Posts : 805 Points : 6374 Reputation : 0 Join date : 2010-02-10 Age : 30 Location : Mining in the diamond level.
| Subject: 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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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478390 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: 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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:Lad Lieutenant General
Posts : 1859 Points : -2147478160 Reputation : 20 Join date : 2009-05-04 Age : 33 Location : Just Barely South of Canada
| Subject: 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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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478206 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: 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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doublehex Lieutenant General
Posts : 287 Points : -2147477984 Reputation : 9 Join date : 2008-11-09
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linux26 Lieutenant General
Posts : 1350 Points : -2147477906 Reputation : 57 Join date : 2008-08-24 Location : シ
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doublehex Lieutenant General
Posts : 287 Points : -2147477984 Reputation : 9 Join date : 2008-11-09
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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478206 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: 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.
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. 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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:Lad Lieutenant General
Posts : 1859 Points : -2147478160 Reputation : 20 Join date : 2009-05-04 Age : 33 Location : Just Barely South of Canada
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-theMbaude Corporal
Posts : 2081 Points : 7092 Reputation : -1137 Join date : 2009-11-22 Age : 87
| Subject: 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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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478206 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
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:Lad Lieutenant General
Posts : 1859 Points : -2147478160 Reputation : 20 Join date : 2009-05-04 Age : 33 Location : Just Barely South of Canada
| Subject: Re: Teleporting Hovels Wed Oct 13, 2010 10:10 am | |
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Goober Private 2
Posts : 805 Points : -2147478175 Reputation : 15 Join date : 2009-05-22 Age : 33 Location : Just fucking Google it.
| Subject: 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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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478206 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: 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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-theMbaude Corporal
Posts : 2081 Points : 7092 Reputation : -1137 Join date : 2009-11-22 Age : 87
| Subject: Re: Teleporting Hovels Wed Oct 13, 2010 7:56 pm | |
| I thought it had a nice ring to it... | |
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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478206 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: 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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