OK, ideas ideas ideas. Examples:
Races with 2 modes that can be toggled, effecting everything.
Siegetank like in StarCraft
etc
So, Ideas? Give em all!
I might show you why later...
(Note: Ideas from other games, like for example, Chronosphere, are allowed and even encouraged, but they should be explained.)
EDIT: I'll spill the beans: http://www.bzcomplex.com/wiki/index.php?title=Factions_Concept_Sheet
Perhaps a race to get to a transmitter, which will then trigger a laser to fry the opposing team? or just a emp charge? :evil:
That sounds like an interesting twist on STCTF, kinda like Steeveeo's Planned SRV Post Release Addon Capture the Nuke.
Certainly doable, maybe best if done for an FE environment.
Wolfman has two modes. Vampires have two modes.
How about service trucks that heal friendly and drain life from enemy.
How about scavengers that deploy without a pool, they don't give up any bio-metal but will keep the enemy busy killing them off. Tell ten of them to deploy near their base.
Apc's that deliver bazooka men or morph to deliver satchel men.
Creatures like Jak that are harmless, until you shoot them, then they attack you. If there were twenty of these in your base, would be good for you.
Time for bed, hope I got some juices flowing.
maybe a very expensive driller unit (like the one you made for MVR, but a lot bigger) that deploys on an empty square and, after a while, undeploys - revealing a scrap pool, which a scavenger can then deploy on.
A jammer as a special weapon! :evil:
Ground based apc's like bz1
useable tracked apcs
maybe override the 'hunt' command with a 'drop off' command???
id like to see real taps on vehicles too :D! get gun towers to tap onto vehicles! multiple gun towers of different types!
powered buildings that can be ordered to move like vehicles!?
Moving buildings with ships is rather buggy. Attaching hover assault craft works great though.
EDIT: COMMON! Where are all the crazy ideas of the community!
they are hiding so as not to cause the end of the world. :-P
How about if a team gets too far ahead of the other then spawn a enemy attack force that pummels the winning team? Make that force the judge. :-D
Paratroopers!
Commander calls in support behind the enemy base. A couple seconds later a cargo ship/dropship/whatever gets spawned with an animation that makes it look like its making a pass over the drop zone. Halfway through the animation, a series of parachuting rocket soldiers that would wait till they land to disengage the chutes and become commandable.
I think they would fit well with the AAN.
probabaly right, if not them then one of the super-races...
aww i want commandable buildings =[ that way i can tap about 40 gun towers on to it using hierachies and allow the space fleets to move and attack at same time :)
I take it tapping is something I should know?
Tapping is basically where you can 'stick' certain buildings to others using ODF's, much like lungs. In other practices it is often used to tap sensors, gun emplacements etc. to give youre building a few more capabilities.
So if you placed a defensive recycler in FE, two smaller gun turrets will spawn on its storage silos. Taps can only be added to POWERED buildings with baseplates, but because of spherical collisions on vehicles no vehicle tap support has ever been added.
BLOODY big shame too.
(question: do vehicle XSI's support collision meshes? do they stop bz2 making a spherical collision?)
NK1 check out my latest post in the 'portals' topic on youre site...
what about adding a sub-menu under the 'add lung' section of a constructor, to choose WHAT tap you can add to the building? maybe the taps you CAN add are specified in the buildings ODF, and the tap 'name' too? (instead of hp_tap_1). dunno if you can do that of course...
the 'hacker' building or vehicle
this unit prevents any enemy buildings within its effect radius from working, or allows you to control them. alternatively, you can target one building at a time.
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?
APCS to support a 'deploy' animation
So dropships will open doors, apc open hatches etc.
'transport' vehicle
Can send a limited number of units in to a vehicle (say dropship) at a time. every vehicle has a 'carry-value', if not present it defaults to scrap cost. you can order units to 'goto' the vehicle, and when they do, they will be 'inside' it, you can then order the carrying vehicle somewhere else, and to eject its units after playing an animation (for opening doors or something) . carry-points are used to determine how much it can carry.
different 'state' animation/xsi swapper
if a scavenger just picked up scrap, change its XSI so it looks like its tank is filling up?
true EMP
stops vehicles from moving, firing or communicating when under the spell. knocks it out TOTALLY
stealth tower
creates a true 'stealth-field' to friendly objects within its radius
'channeler'
A building that draws an actual pipework link between extractors and the recycler?
various new recource systems?
'air filter'
With this this built, new units can be built and existing ones wont sustain environmental damage. maybe could be used for a race that is fragile outside its home world?
TRACKED APC's! WITH TURRETS =]
Should keep you busy =]
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.
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.
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!
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.
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)
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...
Tap this, tap that...
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.
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.
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.
That 'snow planet' is really the south pole of Jalahoa.
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).
Good one Steeveeo.
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.
(http://farm4.static.flickr.com/3201/3047370372_0d28455603.jpg)
I remember seeing one of those kill a T-Rex in Walking with Dinosaurs.
So, how many of you watched ST:DS9? Remember the cloaked minefield around the wormhole? Anytime one mine was destroyed, its neighboring mines would create another in a few seconds. So cloaked, rebuilding mines... Think of how to use that, might make for a good mission goal (they destroyed them in the show by destroying them simultaneously after a great deal of trying)...
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) that OvermindDL1 did manually since Greasemonkey does not work in Firefox 3.1 yet...
Should imagine that took a while.