Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: Giguana on March 16, 2004, 11:28:36 PM

Title: Satchel Charge in MP
Post by: Giguana on March 16, 2004, 11:28:36 PM
I know 1.3 testing is over but I was wondering if anyone considered puting satchel charges in the armory and giving them enough damage to make it worthwhile to infiltrate a base in MP.
Title: Satchel Charge in MP
Post by: MowerMan on March 16, 2004, 11:37:53 PM
That would be great for the "spy" jetpack!!!  (Lizard...  phone home...)
Title: Satchel Charge in MP
Post by: GreenHeart on March 16, 2004, 11:40:14 PM
Try the Insane Recycler Variant...
Title: Satchel Charge in MP
Post by: SilverB1rd on March 17, 2004, 12:26:13 AM
WRONG 1.3 testing in not ever please correct anyone with that misconception.
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 17, 2004, 12:35:10 AM
...was about to say...

Snatchel charge ey? I dont know...we dont want 'tribes...the remake'
Title: Satchel Charge in MP
Post by: AcneVulgaris on March 17, 2004, 12:47:20 AM
I was always disappointed that the satchel had no real role in strat.

If it would take a rec down 1/3 of the way, it would be well worth trying to sneak in there...sounds very fun.
Title: Satchel Charge in MP
Post by: MowerMan on March 17, 2004, 01:14:50 AM
Can't build no bases in Tribes.  I think it would be fun (blowing up bridges too...  Oh yeah Hogan's Heros BZ style)
Title: Satchel Charge in MP
Post by: IceWendigo on March 17, 2004, 01:18:56 AM
I agree that to have a satchel charge in one of the recyc variant would be fun if it were effective and scary to die.

Speaking of commando missions, I wonder if it would be possible to have the spawning of a player pilot cost something (10 or 20 scrap)? Sneaking in is one thing, getting out alive is another, if you dont give a crap about being killed (that is, it just teleports you to you home base with no cost to your team) then there is very little thrill, for it to be exciting to try, success has to be worthwile (damage of satchel significant) and failure as to be something you really dont want (ex: if you die, there a cost to clone you or something).

If you fool around in SP and a tanks starts shooting in your direction it gives you the willies, cause if you dies its all over (you have to start over). In MP there it would not work but a cost (if it could be implemented) should give you reason enough to be careful.
Title: Satchel Charge in MP
Post by: Giguana on March 17, 2004, 01:25:17 AM
With a tech center I can Arm myself with cuncussion grenades and a bazooka. Assuming I make it above there base and all my shots hit before I hit the ground or I am killed, i can probably take the Reccy down 1/3.
Title: Satchel Charge in MP
Post by: technoid on March 17, 2004, 02:24:57 AM
Quote from: Jwk the Hemp MonkeySnatchel charge ey? I dont know...we dont want 'tribes...the remake'
[/size]How is that different from a satchel?   :D
Title: Satchel Charge in MP
Post by: BZZERKER on March 17, 2004, 04:40:18 AM
Sounds like some kind of kinky explosive device to me. :D
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 17, 2004, 09:26:17 AM
What would the scions get though?...their taskspecific style dictates they might improve that 'shot gun rocket' hand held device to do as much damage and all those grenades and basooker combined.
Title: Satchel Charge in MP
Post by: MowerMan on March 17, 2004, 11:26:42 AM
The "snatchel charge" eminates a delightful "fishy" smell that renders soldiers useless.  The victums lose all concentration and start walking funny...
Title: Satchel Charge in MP
Post by: DarkFox on March 17, 2004, 04:08:51 PM
Hemp - scion grenades are already more powerful (marginally) than ISDF grenades, and their bazooka is *FAR* better than the ISDF bazooka. They've got it pretty damn good as far as pilot weapons go.
Title: Satchel Charge in MP
Post by: Zero Angel on March 17, 2004, 04:21:05 PM
Scion grenades also do nice splash damage, where ISDF grenades do none. So much for task specific.
Title: Satchel Charge in MP
Post by: NKLS!Theone on March 17, 2004, 04:45:00 PM
It would rock to have a satchel charge in the armory. I'd definatly use it. It would add a new, covert skill to the game. I'd also like to see that 'shotgun' put in there too.

by the way, the scion satchel is seen as in the Uller MOD. It's a yellow and black triangle.
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 17, 2004, 04:46:17 PM
A nice touch, and should be inculded if at all possiable.

Also, i was talking to dark fox a few min ago, and we both agreed it would be a superbe idea if Rockets had their armory pod size reduced to 5....to at least make them appear in a game.

I have, to this day, not seen a rocket piolet in a single stratergy game, hell...not even mpi. its not being used cause it costs too much, your better off making a scav.

However, the next thing that became apparent is that the isdf rocket is pitiful in comparision to the Scion rocket....perhaps giving the ISDF one a 'lock on ' abilty or at least 'faf' abilty would help with this issue.
Title: Satchel Charge in MP
Post by: Zero Angel on March 17, 2004, 05:04:35 PM
Scion rocket doesnt seem to be a rocket at all. I do like the SAM/Targeting SAM combo in FE, too bad it was overpowerd.
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 17, 2004, 05:11:02 PM
yes, the same thing rocked, but it did too much damage, thats all. Change that and there is a weapon that is = the scion rocket/shot gun thing. Atm its far to unbalenced.


but more critical is the 5scrap cost for the piolet weapon upgrades.
Title: Satchel Charge in MP
Post by: Acer on March 17, 2004, 10:43:23 PM
better and cheaper pilot weapons? hmm... I lke it
the satchel would be a nice touch indeed
as for the scion rocket vs isdf rocket i think giving the isdf stachel would even things up unless youre planing on ginving the scions a stachel too
i also like icewndigos idea though i think 10-20 scrap`s too much.. maybe 5?
Title: Satchel Charge in MP
Post by: Avatar on March 17, 2004, 10:48:44 PM
Sure, sure...

Enable the satchel in Strat...

Just give it a 2 second fuse, that's all I ask...

:)

-Av-
Title: Satchel Charge in MP
Post by: Acer on March 17, 2004, 11:15:02 PM
QuoteJust give it a 2 second fuse, that's all I ask...
suicidal bomber pilots... maybe we should put em in the apc and call it the terrorist squad :P
Title: Satchel Charge in MP
Post by: Avatar on March 18, 2004, 12:02:16 AM
Actually, I take that back.  Make it a random fuse, between 2 and 30 seconds...

CLICK

"two"

oh

"one"

crap

BOOOOOM!

:twisted:

-Av-
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 18, 2004, 12:36:14 AM
i think having a short fuse is a very bad idea, it means that thepiolet is guarnteed to go for a 'suicide run'...it would be better off if it was a 30second blast.

of course...people charging, jupming off....laying a snatchle...then the ship...whilst its being shot picks them up again with its momentun...repeat...

not good.
Title: Satchel Charge in MP
Post by: robotman0 on March 18, 2004, 05:38:15 AM
Satchel in the armory would be awesome!!!  You always got little tastes of it in the campaign but then you could never use it except in those missions.  (unless you cheat and edit it in)  

We would have to be careful though.... I can see people rushing into a base in a real fast ship, then hopping out next to the rec and planting the charge.  If it takes off 1/3 like someone suggested then you just need 3 human players to do this and the game would be over.  The scions could even blink in.... making this very deadly.   :twisted:

I also agree that pilot weapons should only cost 5 but the satchel if it is that powerful, should cost more like 10-20.  

As for fixing the 'rush' issue, maybe make it that when carrying a satchel... its so big that you cant fit in a ship anymore?  I dunno.... that would stop the rushing but I don't know if anyone would still use it if they had to hike all the way to the enemy base on foot.
Title: Satchel Charge in MP
Post by: Tempest Storm on March 18, 2004, 06:28:57 AM
The Satchel Charge has a 30 second time limit which I do belive is supposed to be highlighted on every player's HUD to show where it is. Not positive on it, but I do belive thats how it works. If thta is how it works, then it wouldn't have such a problem as its just a matter of getting there in time to destroy it.
Title: Satchel Charge in MP
Post by: technoid on March 18, 2004, 06:47:51 AM
In that case, if it shows up on everyone's hud (all teams), then how do you know who's base it's at or some other place?  :D

Or give it a low radar sig and watch everyone play hide & seek, which would be worse if someone planted it inside a building.  Probably "holding" turrets might point them in the correct direction if no one can find it visually, heh. That's only if the AI are able to track it down.
Title: Satchel Charge in MP
Post by: DarkFox on March 18, 2004, 07:40:28 AM
No-one would accept any of these wild ideas about satches, but just throwing one out that'd be fun, I'd like to see the satches as a very powerful weapon (about 6000 damage, half a rec), with a 2 minute fuse, and which is warned for all players 'satches plant detected', but not highlighted on their HUDS, so they have to search for it. Obviously, it would cost about 50 scrap, that'd be fun IMO.
Title: Satchel Charge in MP
Post by: FlashFire on March 18, 2004, 12:26:05 PM
30 seconds limit, costs 20 scrap, pilot hardpoint.

2 will kill a rec.

Drawbacks? Destroyable by enemy if they can find and nutrelize it before it blows.

Just my ideas.   :)
Title: Satchel Charge in MP
Post by: PhoeniX-FlamE on March 18, 2004, 01:04:49 PM
i dont know guys ill just get in a scout drive fast hop out click C then ship pick me up... then again... + some will just put it IN buildings which can be extremly annoying... it could've been a good idea if some1 would've thought about it when bz2 just came out... (not rechargning when u get in ship or something)
Title: Satchel Charge in MP
Post by: Acer on March 18, 2004, 02:17:25 PM
Quotedont know guys ill just get in a scout drive fast hop out click C then ship pick me up... then again...
that would mean you would only be able to place satchels near where you stoped your scout, the scout would show on the other teams radar so they would know where you planted the satchel... even if you drop many of them they`ll be close toguether so if you find one you find em all.The only way to plant them apart would be by driving the scout to another point in the base but by them you would probrably have been engaged by enemy units and GT`s becouse by the time you get satchels the other team would already have some base defence.
So i really dont think the satchel would pose such a threat, it would work mainly as a diversion, as the other team will have to stop what theyre doing  to find the satchels else theyll have some firework in their base :D
Title: Satchel Charge in MP
Post by: NKLS!Theone on March 18, 2004, 02:24:09 PM
A laser designator that sits on a target for 20 seconds, then drops a 'Day Wreker' Bomb. Hehehehe....
Title: Satchel Charge in MP
Post by: AcneVulgaris on March 18, 2004, 03:41:24 PM
Quote from: DarkFoxNo-one would accept any of these wild ideas about satches, but just throwing one out that'd be fun, I'd like to see the satches as a very powerful weapon (about 6000 damage, half a rec), with a 2 minute fuse, and which is warned for all players 'satches plant detected', but not highlighted on their HUDS, so they have to search for it. Obviously, it would cost about 50 scrap, that'd be fun IMO.

That is a very cool idea!
Title: Satchel Charge in MP
Post by: MowerMan on March 18, 2004, 04:34:56 PM
Indeed it is!
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 18, 2004, 06:08:34 PM
It would be good if we could perhaps have each race with a different version of attack.

E.g., the EDF have a small Bio-metal-nuclea device, the scions have a 'virus node' and the hadeans would have a 'Mega gun strike.

Each would do the same damage and involving the planting of a small device somewhere on the base....but would have different fluff and graphical affects...strategically identical.

If at all possiable, there should be a 'Warning: small high energy device detected within base perimiter' thing. Mabey even a sound file if at all possiable.
Title: Satchel Charge in MP
Post by: DarkFox on March 18, 2004, 07:43:22 PM
This is starting to sound quite like some old starcraft nuclear launch tacctics...

I'd get such glory from planting one on top of a cliff, just to put the hoots on the enemy team for 2 minutes. :)
Title: Satchel Charge in MP
Post by: Zero Angel on March 18, 2004, 08:06:05 PM
Hmm, chargegun, firing a spraybomb that lays a mine, that dispenses a popper, that fires a big laser stream.

Could work
Title: Satchel Charge in MP
Post by: AcneVulgaris on March 18, 2004, 08:17:28 PM
Dutchboy did a really cool sattelite with launch animation that is similar to what you describe.
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 18, 2004, 08:21:10 PM
Is that for the hadean 'beam weapon' thing then?...

The fluff would say that it is helping the mega-guard beam fire though atmospheric and electromagnetic interference (given off by the base and its buildings) so that it can accuratly fire a beam off....

Didnt the single player have one go off? Although it totalled the entire base....

And for the scion 'Virus Node'....what would the graphical affects be for that? I was thinking some kind of green gaseous partical affect that spread itself over the polygons of the base, tracing it way around and causing a large powerful splash damage (same as other weapons of course)
Title: Satchel Charge in MP
Post by: PhoeniX-FlamE on March 18, 2004, 10:06:08 PM
i dont know guys this sounds preaty weird for my bz2 game ;)


and well.. if u kill their ships? or, just do it near each pool... plant on it with hopping... i dont think satchel for pilot could work while u regain it when u hop in/out of ship... and following my ship around will be a tough job :D
and... ill just jump sometimes planting it on buildings which will take them some time to get it (e.g on top of the factor, or a gun tower or a rat.. they'll have to move the rat then kill the satchel then get back to chasing me while ill plant more)

this sounds ridicouls :lol:
Title: Satchel Charge in MP
Post by: Zero Angel on March 18, 2004, 10:21:14 PM
Quote...and following my ship around will be a tough job :D
Yeah, probably because of all the WARP, you damned warper.  :x

...  :lol:
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 18, 2004, 11:21:49 PM
Quoteill just jump sometimes planting it on buildings which will take them some time to get it (e.g on top of the factor, or a gun tower or a rat.. they'll have to move the rat then kill the satchel then get back to chasing me while

Good point.....

perhaps giving them piss all armour, and letting them attract AI unit fire....that would mean you could splash-damage and find/destroy them...

mdming your own GT heh
Title: Satchel Charge in MP
Post by: PhoeniX-FlamE on March 19, 2004, 10:03:25 AM
that'll just suck.. and without easy hover ill just hover from a hill far away and plant it on your factory, armory, pools, tech bomber bay and all othe buildings.. even the arm of the bay... which will be extremly hard to get
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 19, 2004, 10:12:24 AM
Perhaps having it as a 'special' weapon.

In one of the (amazing, god they were all amazing) FE single player missions, you had to plant a little communicator device whilst targeting the Cerberi Component. This then called down an orbital Antimatter Beam created by the Scion Ark II mother ship.

Perhaps this would be a good idea. A unit with a special hardpoint would cost 50 scrap minimum...make the weapon , be it the hadean targeting becaon, scion virus node capsul, or the EDF thermonuclea bomb, a crate only available from the Armour/Stronghold/Arsenal.

This would make it harder to stick things 'on top' of the buildings, because its easy to jet-pack up there as a piolet, and alittle harder to drive head-first into their base, not die and then plan the device.

The device it self could be very small, but being only 'deployable' from a scout-type unit would mean that it would be excedingly difficult to stick it 'inside' buildings and such.

Mabey this would make the Snatchal Charge idea believable, fun and balenced.
Title: Satchel Charge in MP
Post by: PhoeniX-FlamE on March 19, 2004, 10:19:16 AM
i dont remember which mod had it... but a bomb from the armory...

if u could make that only it'll land faster or maybe just apper there then it can be good... since it cant recharge by just getting ammo / hopping in / out of vechile
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 19, 2004, 10:25:46 AM
You need to play that FE single player mission to understand what i mean.

in that mission you picked up a 'special' weapon for your 'special' hard point. And you got only one shot, reguardless of weather or not you recharged your ammunition or not.

This 'shot' planted a little device...and the mission contintued.

I am saying something similar could be used in MP 1.3 games.
Title: Satchel Charge in MP
Post by: PhoeniX-FlamE on March 19, 2004, 11:39:57 AM
ooo ya ya i remember... not exactly but ya - i remeber...

and i did finished the FE sp :s
Title: Satchel Charge in MP
Post by: Zero Angel on March 19, 2004, 03:39:49 PM
Yeah, but have you tried it in 1.3? :shock:
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 19, 2004, 04:37:04 PM
I am at the moment totally focusing on 1.3....

but i cannot wait till its finished so that i can start on FE rev.d :D


and...the cerberi...argh! KEEP THEM OUT OF MY BRAIN
Title: Satchel Charge in MP
Post by: FlashFire on March 19, 2004, 04:43:59 PM
no cerberi... no cerberi...  :D

anyway i think the laser-spotter thingy would be good to have.

might be a bit too devastating though...  :s
Title: Satchel Charge in MP
Post by: PhoeniX-FlamE on March 19, 2004, 04:47:23 PM
just did the missions again.. and one of them err dont remmeber exactly.. the one u need to get 3 pools and explode isdf building with manson..

anyways i sniped a sentry from the side and just hoped out near the gurdiens at the 2nd biometal pool deplyong tons of satchel charges wich did a great job.. also.. on start i deployed tons of satchel to where the scions are coming from (the 1st few waves) and the satchel just owned all of them....

i also used some satchels on the GS's on the way :lol:
Title: Satchel Charge in MP
Post by: Jwk the Hemp Monkey on March 19, 2004, 04:54:09 PM
Quoteanyway i think the laser-spotter thingy would be good to have.

might be a bit too devastating though...

Nah, if you had read my previous posts all the weapons would have the same damage properties and would be strategically identical. However, the graphical affects, the weapon names, and the general fluff would be totally different.

The ISDF would have a small thermonuclea device that could be more powerful, but most of its space is taken up with 'stealth' technology to prevent it from being instantly destroyed.

The scions would have a 'virus node' that takes a period of time to analyse the Bio-genetics of the surrounding base, and attacks it.

And the Hadeans would have a 'target aquisitor' that helps a mega-beam in orbit sync its beam though the atmosphere and any ECM equipment a base might have so that it can accurately fire its beam.

they would all do the same damage / slpash damage. They would all require a one-shot special hardpoint and would not be 'setable' bye the consoles. Only available as a pick up able weapon.
Title: Satchel Charge in MP
Post by: NKLS!Theone on March 21, 2004, 05:49:03 PM
Quote from: PhoeniX-FlamEi dont remember which mod had it... but a bomb from the armory...

if u could make that only it'll land faster or maybe just apper there then it can be good... since it cant recharge by just getting ammo / hopping in / out of vechile

That was the Uller. You could deplod the day Wrecher Bomb at any target, and it would launch from the armory. Very cool.
Title: Satchel Charge in MP
Post by: Scout on March 22, 2004, 12:22:38 AM
"Snatchel charge ey? I dont know...we dont want 'tribes...the remake'"

yes we do..

imagines bz2 theme in tribes2.. starts to drool.. imagine recyclers having sheild doors and accessways inside its bowles? where you could satchel a scrap silo or a healing generator :O

hell i bet sum1 could make a UT level inside a isdf recycler :P