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Content Dev
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Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
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 _________________ "What you mean you killed him cha cha cha?!" Support |
Sat Dec 15, 2012 3:27 am |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
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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Rank: Operator Main: Lol imra15 Level: 668 Joined: Thu Jun 30, 2011 9:30 pm Posts: 1389 Location: Unexplainable regions of space |
This sounds like an awesome idea to me.
_________________ keyboard wrote: Macros your opinions don't matter no offence Too late I realize my children are me only treasures... Volcom Applicant |
Sat Dec 15, 2012 5:28 am |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
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. _________________ "What you mean you killed him cha cha cha?!" Support |
Sat Dec 15, 2012 5:34 am |
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Rank: Peon Main: Mow Level: 9760 Joined: Mon Feb 02, 2009 2:57 pm Posts: 4731 Location: Kuratovo, Russia |
Sounds good to me.
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Sat Dec 15, 2012 5:41 am |
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Rank: Peon Main: atsamaz Level: 3980 Joined: Thu Jan 31, 2008 12:11 pm Posts: 165 |
SlenderShip? Stalker?
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Tue Feb 19, 2013 2:06 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
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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Rank: Officer Main: TheShaftofDiscipline Level: 3180 Joined: Mon Aug 09, 2010 1:28 pm Posts: 1186 |
Undead Klestiko
_________________ All your base are belong to us. (They set us up the bomb!) |
Tue Mar 05, 2013 2:23 pm |
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Member
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Rank: Main: DefQon1 Level: 5100 Joined: Fri Feb 12, 2010 9:28 am Posts: 2642 |
reyjalrmm wrote: Undead Klestiko But he is killable. _________________ Original 666kane666. |
Wed Mar 06, 2013 3:23 am |
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Rank: Councilor Main: Llessur Level: 3908 Joined: Sun Nov 20, 2005 4:26 pm Posts: 902 Location: Feilding, New Zealand |
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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Rank: Officer Main: number666.5 Level: 8921 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
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) _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Fri Mar 22, 2013 4:23 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
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.
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Fri Mar 22, 2013 5:05 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
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). Quote: 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. _________________ "What you mean you killed him cha cha cha?!" Support |
Fri Mar 22, 2013 5:08 pm |
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Team:
Rank: Officer Main: number666.5 Level: 8921 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
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 _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Fri Mar 22, 2013 6:52 pm |
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Team:
Rank: Peon Main: Mow Level: 9760 Joined: Mon Feb 02, 2009 2:57 pm Posts: 4731 Location: Kuratovo, Russia |
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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Sun Mar 24, 2013 4:10 pm |
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