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Zone light effects + more voracious weapon ideas
My first Idea(tm) for now is light effects. Such as a few maps are in darkness. What I mean by this means implenting a few things:
What I basically mean, is that in dark maps (like iricia), your line of sight is a 220 degrees radius circle around you that extends to about 12 tiles. While an enemy is in this sight, the gun damage wont be reduced. There will be a area about 30 degrees of the radius directly infront of you called true sight (point blanc), weapon damage here will be increased by 30%. Some weapons and rifles (such as bluerifle, red rifle,etc) will have a scope on them which increases your line of sight for a while but generates threat (enemies can see the scope lines outside of their LoS) possibly controlled with the D key. Weapons need to have control over them. For instance, SMG and apripper are all over the place. Pistols are generally half/accurate weapons wheras SMG is fairly straight. Implenting the light effect in a match will work like this. The beginning of the match, the place is pitch dark. LoS is reduced to 8 tiles. 3 minutes pass, dawn starts to break. LoS is increased to 14 tiles, along with the effect becoming orange lightish to symbolise dawn. another 5 minutes in, the light effect turns to day and the LoS is at its max, 18 tiles. You also have 1/4 of your current LoS behind you, so surprise attacks/ambushes on the enemy are now possible. With my weapon and class ideas, this can be extended. --- Class ideas Sentinel Type: Support Info: A electronics based class with little weapons but is designed to cause havoc to the enemies, making your team stronger. A sentinel recieves 1/4 of the exp of the team overall kills. This is spread out amongst the sentinels, as they are a support class. Weapons: radarjammer: Drops a radar jammer on the floor that disables any enemies radar from working within three levels. Lasts 8 minutes, has 120hp. 2 ammo fixed flashgrenade: When thrown at an enemy, disorients them for 2 seconds and reduces their LoS to 3(1.5 behind) for 10 seconds. Can be thrown once every 12 seconds, 3 ammo fixed. detmine: A mine that can be detonated by pressing the binded key again. Does 80dmg, mine automatically detonates when unbinded or when untriggered for 5 minutes. 8 ammo fixed. Uses 0 energy tazergun: Launches two electric filled wires that cause 20 damage and incapacitate the enemy for 7 seconds, and reduces their LoS to 0. While in this state, any damage caused will negate the effect. 4 second cooldown. Cannot be used on an already incapacitated enemy. 20 ammo fixed, always hits target if within LoS. Uses 40 energy. lasergate: Drops a laser wall that allies can walk through but enemies can not. Bullets are absorbed by the wall for 800 damage, then bullets pass through the wall. The wall extends to the nearest choke point (if you dropped it at iricia base 1 storm side, it'd block the storm from getting there exept from the ladder). Lasts 1 minute, can be destroyed by disarm (see below). 3 ammo fixed. Uses 10 energy disarm: Within melee range, you disarm any sentinel electroics and mines. You also gain ammo depending on what you disarmed. Can only be used on enemy objects. Earns you 3exp. Uses 20 energy blizzgen: Generates a holographic blizzard which is 4x4 levels wide, lasts for 3 minutes and reduces enemy and ally LoS to 3. Only one of these can be placed per match by an allied sentinel. Can be disarmed. Lasts 4 minutes. raingen: Generates real rain 6x6 levels wide, reducing enemy and ally LoS by 3, and causing some electrical objects to malfunction and explode randomly (bikes included) Can be disarmed. Lasts 3 minutes. Class: Spy Style: Stealthy, does best damage in the first three minutes Abilities: During darkness and dawn, the spy has an increased LoS by 7 and moves 30% faster. He is always invisible to radar, but takes double damage from hits. Weapons: incinerator: causes 10 damage per second for 10 seconds in your LoS area. can only be used when coming out of stealth, uses 100 energy. stealth: Allows you to completely disappear, using 10 energy but stunting regen for 3 seconds while into stealth. Stealth disappears after a minute. All attacks made/recieved will break it, and do 20% more damage. tripwire: Extends across 1x8 tiles, any enemy that crosses it trips over and is incapacitated for 3 seconds. Behind LoS is reduced to 0 while tripped over. roll: moves you 4 tiles forward in the direction you're facing quickly, good for escaping. Uses 10 energy, stunted regen for 4 seconds. silenced appripper silenced smg silenced appierces There we go, comments? |
You're making zone too complicated, LoS sounds like a horrible idea because it would be too complicated for some of our less intelligent players and they'd get mad... The rest would probably cause lag...
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If you mean less-intellegent players of Zone (practically the majority of everyone inc the 'elites') then so be it, there needs to be more skill instead of bashing the arrow keys and pressing s all the time. This way Zone has (GASP) co-ordination, and prevents one person from having all the fun.
Infact, thats the way I see it right now. The newbies of Zone have no tutorial, no nothing. It's not fair. They go into the world barely knowing how to open the inventory, then wonder why nothings in there. Zone with complexity will give intellegent people the advantage. Providing you can get two sentences out without a coherent grunt, you'll be fine. You understand Appierce range and sparring, LoS will be another skillset like that. |
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Seeing as they're special, they'd increase your LoS while their equipped but for 1/2 the amount the scope would normally provide, but still keep the threat.
And thanks for both of your intellectual opinions, it's getting real hard to find anything that doesnt grunt as its main language on these forums lately. |
Wow, nothing bad about them. Amazing ideas. I've never wanted so many ideas to go into the game. Really smart. :D
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I wish Stefan felt the same way as you did Huwa :P
EDIT: I didnt really elaborate on silenced weapons: When a weapon is silenced, it makes virtually no noise and no threat caused, does not freeze or stun the enemy. It's pretty much like a phantom, and used at night can do heavy damage without the enemy knowing you're even there. Silenced weapons have 75% less ammo and dont use any energy, but also do 35% less damage. And more ideas! smokegrenade: Classes: spy, sentinel Effect: Unleashes a massive smoke burst the 16x16 tiles wide which remains in the area for a minute. Any unit inside or entering the cloud has their LoS reduced to 0. sonicbeam Baught weapon (6000) Effect: Unleashes a sweeping beam which is stable for 10 sec after a 2 sec charge and passes through multiple enemies. While using the weapon, you are rooted to the spot but can rotate slowly using the arrow keys. Pressing D unleashes the energy in a cone in front of you, hurting you for 30 but doing 0-80 to nearby enemies depending how close they are to you and whether they're inside the cone or not. electricsnare Classes: sapper, lightinfantry, spy (special effect - you can set this up without breaking stealth) Effect: 3 ammo fixed. in a 6x6 area, any enemy or ally that walks through the snare is slowed for 3 seconds, and if remains in the snare for more than 6 seconds is completely immobilised. immobilization lasts 4 seconds, enemy takes no energy weapon damage and 75% less bullet damage while snared. sonicboom Classes: sentinel, sapper Effect: drains all remaining energy and stops regen for 10 seconds. in a 10x10 area around the user, energy/4 damage is caused to ALL units (including allies) and pushes them back for 6 tiles in the opposite direction their facing, and incapacitates them for 2 sec. leechray Classes: sentinel, sapper Effect: launches a probe into the enemy that stunts energy regen and slowly saps 300 energy over 2 minutes. 3 ammo fixed, shot never misses if aimed with mouse. 6 second cooldown. elecage Classes: sentinel, sapper Effect: encases the area (3x3) in a electric forcefield, keeping all inside the area within it. cage has 300hp, or lasts for 20 seconds. |
Too many people would be sentinel or spy... and maybe one or two people would be combat classes.
(woot 600th post) |
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Edit: I also think you shouldent have a circle around your character but instead a more oval shape, like so: |
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And sentinels have few damage abilities, infact, they're now like the spy, they take more damage when in direct combat. Zulu, thats pretty much what I mean, but the LoS would extend to 1/2 of the frontal LoS unless blinded or incapacitated. The night LoS as you are depicting there looks around 4x5 tiles. The normal would 6x8 tiles, with half of that behind and no true sight. |
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But I like your weapon ideas... |
LoS wouldn't be an optional thing - every other game has it (like zone).
And no it hasnt, Even if it has, he probably didnt go as in depth with it as I did. Oh, and you're truely right about the KOTH thing. Idiots play on Iricia, i'm fine with that. |
im bored... these ideas kinda remind me of strategy/action games...
like the entire "commandos" series of games... and those games kicked buttocks but, due to combat classes i think, if ppl want this then it should have its own "strategy" planet, for a more strategic battle, and a few more strategy only classes and modified weps for that planet... i think the LoS should be extended a bit more to the direction your facing... other wise itd be easy not to see sword ppl and for stealth radar might need change... maybe a sweeping one that detects only movement? |
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Other than that statement, I find the whole of your ideas to be good, Line of Sight especially. |
Wow, never has a forum post been this great since Hachi (Bl0nkt) posted about class points and gave zone a meaning.
Sadly we all know that went nowhere, and hopefully this one can make it into the heart of zone where it deserves to be. |
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someonesomewhere: read my post more thourougly and see where I may have HINT added sarcastic remarks.. |
Raephion, your a genius. That stuff is awesome.
We should redesign Ilricia. |
i don't like that line of sight thing, it would take away from the people that fight long range. I fight close/mid range so it isn't effecting me any, but most players like to go long range and strafe because it makes for an easy kill...you can't make the only type of head to head combat be close range >_<
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2 things:
First, nice Avatar, Sayian. Second, I guess LoS should be, I dunno, put in one of the spar rooms, so people can test it... |
LoS is too confusing... It also completely takes away meaning from weapons like crossbow and kv9. Weapons like these are meant to be long range. The LoS sounds like an idea somebody who hates being killed longrange made up...
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Rifles, crossbows and kv9 will all be implented in with a scope, which increases LoS to 4 tiles more than the weapons maximum range.
Therefore, crossbows are now useful for scouts who actually want to scout, as the massive LoS range allows them to see before everyone else. And LoS is not confusing at all. Simply, you cant see the enemy in your vision ability, you do less damage when shooting because you dont know what you're shooting at. 18 tiles is also, around.. half a level you know. |
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Remove radar
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This would be of no point to me. My screen is tiny, I think 600/480?.. Yeah..
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i didnt exactly read this whole thread, hence i havent posted yet, but i do see radar and about removing it
radar should be an item you eqiup, plain and simple, we got binoculars, use them for that instead of wastin a spot -_- people cant see other people 30 meters behind them... |
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Replace heavyinfantry with scout on iricia then, or just remove commando and replace it with scout. Scouts have the speed bonus too right? |
And no motars. ^^
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Don't remove radar, crawling was made for people who don't like getting seen on radar.
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But I want Scout instead of commando. Basically the only good weapon that commandos have that scout's don't is the LRPulsar, and it isn't even that great. Plus, Scouts have every pistol, except for r51. And we all know about pistols vs. rifles here :whatever: |
Some people prefer rifles though.(Like my brother)
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Then your brother finally has an advantage over pistol users - you can do more damage from further range.
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Stop complaining about trying to balance out rifles and pistoles, there's always something that is uneven between two weapons. If you would like a demonstration just ask me, I'll take out BR and you can use any pistole, add strafe and we'll so who'll win... Or if you'll remember DDc with lrpulsar or Jo with his old skill on BR, they could beat about any appirces user back then with rifles...
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IT'S SPELT PISTOL! |
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Back on topic damnit, I dont want you guys ruining an idea I think would be a brilliant addition to zone..
And I pm'ed both Vulcan and Stefan about this, neither have replied. Pathetic, not even open to user input on the game.. |
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Do you people lack the capacity to be on topic? Make a thread about this yourselves, stop spamming my one up and post feedback damnit.
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i know i do, not gunna lie ^^ |
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