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Post Re: Slenderman
Max235 wrote:
the problem is that people can see the seer, regardless how visible the seer is.

0 vis, 0 reflectivity.

>Only visible when it shoots.


Although, Basta did mention some good points I didn't think of, easily solved by giving it a strong kill-all exterminator (I don't think there is such thing as an Adum's Exterminator).


I'm not sure if this should even be killable, though, you can't kill Slenderman, after all... Could make for some interesting lore. XD

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Sat Dec 15, 2012 3:27 am
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Post Re: Slenderman
Blue Dwarf wrote:
>Only visible when it shoots.

Didn't notice this was the wrong topic. I was referring to the fact any kind of parasite on any ship (Player or AI) shows up as a graphical effect that EVERYONE can see. Ergo, you have have 0 vis and 0% reflect, and people will still follow it around.

Then with things like Fire Starters, a sniper can just Collision Code the AI. As soon as the thing gets aggro to the sniper, the sniper can kill it through the collision code.

All you'd need to know the general direction it is, and then it will die.



A solution would be to code it to where you cannot CC any target unless you can see it, or if it comes very very close (like, close enough to where you can Lincin it)


Sat Dec 15, 2012 5:27 am
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Post Re: Slenderman
This sounds like an awesome idea to me. :D

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Sat Dec 15, 2012 5:28 am
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Post Re: Slenderman
Max235 wrote:
Blue Dwarf wrote:
>Only visible when it shoots.

Didn't notice this was the wrong topic. I was referring to the fact any kind of parasite on any ship (Player or AI) shows up as a graphical effect that EVERYONE can see. Ergo, you have have 0 vis and 0% reflect, and people will still follow it around.

Then with things like Fire Starters, a sniper can just Collision Code the AI. As soon as the thing gets aggro to the sniper, the sniper can kill it through the collision code.

All you'd need to know the general direction it is, and then it will die.



A solution would be to code it to where you cannot CC any target unless you can see it, or if it comes very very close (like, close enough to where you can Lincin it)

Just because you can't see it doesn't mean it's not there.

I can just give this AI a really good exterminator, and a microwarp.

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Sat Dec 15, 2012 5:34 am
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Post Re: Slenderman
Sounds good to me.

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Sat Dec 15, 2012 5:41 am
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Post Re: Slenderman
SlenderShip? Stalker?


Tue Feb 19, 2013 2:06 pm
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Post Re: Slenderman
Slender Stalker
A large Ghostship thing about the size of Black Heart. Tries to sneak up on enemies and hit them with a short range pulse weapon. Will switch to a weaker (but still pretty dangerous) laser if you get out of its tracking. Every so often uses boss scripting (and a Seer Rift Gen 2.0) to get behind and do massive damage.

2h lockout.

Drops stalker-related stuff.


Tue Feb 19, 2013 2:28 pm
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Post Re: Slenderman
Undead Klestiko

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Tue Mar 05, 2013 2:23 pm
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Post Re: Slenderman
reyjalrmm wrote:
Undead Klestiko


But he is killable. :P

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Wed Mar 06, 2013 3:23 am
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Post Re: Slenderman
sabre198 wrote:
and how do u plan to kill it as a non seer then?


Well?

If it is as effective as it appears why not just randomly destroy a players ship when the player is in perilous.

Just as boring.


Sun Mar 10, 2013 7:50 pm
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Post Re: Slenderman
Blue Dwarf wrote:
Ignoring the spotty beam thing is probably the hardest part of this.

what about a -100% vis aura?
or make the weapons it fires not giving himself any vis, if it dont have any vis it cant be selected (unless you are exactly 0 distance from it, but then he can warp)

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Fri Mar 22, 2013 4:23 pm
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Post Re: Slenderman
What about giving him a hard reduction to vis when something increases its visibility? Something like a 5 second cooldown so people can try and kill it in that window.


Fri Mar 22, 2013 5:05 pm
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Post Re: Slenderman
lordjeroen wrote:
Blue Dwarf wrote:
Ignoring the spotty beam thing is probably the hardest part of this.

what about a -100% vis aura?

Then his visibility would be exactly 10k. Tweaks take the largest negative and largest positive and they're both used, -100% vis won't cancel it out (and it'd be easier to just make the ship and gear 0 vis).
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or make the weapons it fires not giving himself any vis, if it dont have any vis it cant be selected (unless you are exactly 0 distance from it, but then he can warp)

That's pretty easy, but then how do you even kill it?

Max235 wrote:
What about giving him a hard reduction to vis when something increases its visibility? Something like a 5 second cooldown so people can try and kill it in that window.

We don't have the code to support that currently. I'm not sure how feasible it is to implement either.

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Fri Mar 22, 2013 5:08 pm
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Post Re: Slenderman
Blue Dwarf wrote:
lordjeroen wrote:
or make the weapons it fires not giving himself any vis, if it dont have any vis it cant be selected (unless you are exactly 0 distance from it, but then he can warp)

That's pretty easy, but then how do you even kill it?

CC it, HGS/3shot spam can do a lot about that, make it give something like 2 sec recoil and warp around every 10-20 sec so you can hit it with some shots before he moves again
maybe low regen high shields and average DPS for around t21-22 ubers (roaming t22s/jwatt/NF)
with that it still will be possible to kill, not to be to easy and still be fun for how it was meant to be

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Fri Mar 22, 2013 6:52 pm
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Post Re: Slenderman
Or just give it a "Really good cloak" similar to the one the stealthy roaming alien uses, as Calypso refers to it.

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