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I want your crazy ideas for a DLL powered... thing...

Started by Nielk1, November 13, 2008, 12:22:48 AM

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Steeveeo

Quote from: TheJamsh on November 16, 2008, 09:58:23 PM
true EMP
stops vehicles from moving, firing or communicating when under the spell. knocks it out TOTALLY
Wouldnt it be easier to have a gun that kicks the target from the game? :P

Quote from: TheJamsh on November 16, 2008, 09:58:23 PM
stealth tower
creates a true 'stealth-field' to friendly objects within its radius
I think thats called a jammer.

Quote from: TheJamsh on November 16, 2008, 09:58:23 PM
TRACKED APC's! WITH TURRETS =]

I think that would be rather interesting, See: Bradley APC.

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

Zero Angel

Matter replenisher tower: Advanced service bay which provides local healing (at a normal rate) and also long-range healing (think 700m) to all friendly units within its radius, allowing a damaged assault force to retreat to the rear lines to slowly (very slowly) and automatically heal without the aide of service trucks. Since the long range healing would need to be able to heal all units simultaneously, i'm thinking that something like a negative damage explosion, emitted periodically would be suitable for the task. Think flaremine tapped to the building.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

Nielk1

I can make it done directly by DLL commands to a unit's health. I can even make the max health slowly get higher over time. Hey look, the enemy base has NANITES going and making everything stronger by the second!

Click on the image...

AHadley

#18
Quote from: TheJamsh on November 16, 2008, 09:58:23 PM
twin resource system
Allows you to mine two different resources and store them seperately. a new ODF entry in vehicles/buildings will tell BZ2 how much of the new resource to use?

Pilots? Maybe you start off with a set amount until you build a training facility, which adds, say, 20... and maybe you should take the limit off it.

Zero Angel

Long Range Artillery Bombardment: Special building enables the ability to call in an orbital artillery bombardment anywhere on the map for 100 scrap. Artillery bombardment weakens lightly armored units, making them easy targets for a follow up attack (or secondary bombardment to finish them off)
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

TheJamsh

thats been done in SRV via the missile silo and the artillery cannons.

plus service bays can supply local ammo now (localAmmoRate = ## or something) and you can just tap another service bay to it to do the long range thing...


BZII Expansion Pack Development Leader. Coming Soon.

AHadley


Axeminister

Wow, neilk1, they other day when I put my ideas here my roomate walked up and said something about having nanobites launched onto enemy buldings that gives the enemy a certain amount of time to win or his base will be eaten. I didn't write it down, guess I should have since you're now talking nanobites.
How about ships that are infected, when they blow up and leave their bio-metal on building squares the building becomes infected with something, like telling enemy what ships are being made currently. Or gives target of building it has infected. Or slows the building process down of whatever the building is making. Different virus type things that are helpful etc.
But I know you're looking for ships with two different modes. How about infected or not infected. Infected weapons do more damage or have more splash damage. Infected ships could cause enemy to lose a weapon, like imagine an ai sabre that just lost it's cannon, it wouldn't be able to fire.
There is no knowledge that is not power.

Nielk1

Quote from: Zero Angel on November 17, 2008, 10:13:35 AM
Long Range Artillery Bombardment: Special building enables the ability to call in an orbital artillery bombardment anywhere on the map for 100 scrap. Artillery bombardment weakens lightly armored units, making them easy targets for a follow up attack (or secondary bombardment to finish them off)

A super weapon class I am working on should help with this. It fakes the artillery fire and spawns the projectiles so they fall directly on the target.

Click on the image...

AHadley

#24
I think there are already biometal viruses in the storyline, something to do with the Furies... maybe the Fury race in BZC could use them.
Quote from: Steeveeo on November 16, 2008, 10:02:09 PM
Wouldnt it be easier to have a gun that kicks the target from the game? :P

Probably not, since you cold get out of it by bailing. There's something similar in the QFmod on the south pole of Jalahoa (edited cause BBB corrected me :))... put bzradar on, drive to the red spot in the corner, wander around until the EDF minetrap catches you. You won't be able to move, shoot, etc. You can only bail or hop out - in fact, I haven't tried hopping out yet.

bigbadbogie

That 'snow planet' is really the south pole of Jalahoa.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Steeveeo

Bumping, For Great Justice.

My friend gave me an awesome idea, similar to the already existing Teleport Dispenser:

Teleportation Minefields

Basically, you'd have a Home Mine for each minelayer (or the one, if you dont want imbalance or whatnot), which would be dropped when you told it to (DLL Unit Menu), and then it would be able to go into the field and place those DLL controlled Teleport mines, that would be radius triggered on enemies, instead of the DLL looking for two and teleporting the shooter back to the first. Also the Home Mine would never disappear unless killed.

Basically you can set a trap to through your enemies into a location in which they dont want to be (like a HE Minefield or lavapit >:D).

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

Nielk1


Click on the image...

General BlackDragon

crazy dll powered thing:

waaay back when i first had BZ1, i dreamed of a 4 legged machanical animal like thing, that looked something like this, 4 legs, head, club/spike tail to swing at enemies, could jump really high, could make a loud roar that gave players chills.




*****General BlackDragon*****

bigbadbogie

I remember seeing one of those kill a T-Rex in Walking with Dinosaurs.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com