Scourge
03-03-2013, 04:06 AM
Move to Code Reviews or whatever if necessary. If not, let me know and I'll delete this line.
This thread is for public lambasting of my Siege teamplay ideas. Since I think they're pretty badass, but some of them can stink pretty hard. Only one set for right now.
1. SIEGE TECH TREES (aka SiegeCraft)
Every game, nuke nuke nuke nuke nuke nuke, maybe neutron if you're feeling creative. Such a crude and effective strategy. But where's the new stuff? Where's the variety? Where is there any more sophistication than ZOMFG IM NUKING NAO UP ME OOOORR NUKE WIF MAH? Not that Siege might need it to be fun, but why not open more doors while we're at it?
Here's where tech trees come in, so you can find other methods to ape your way to victory. This is a sampling of ideas, not really how a final system would necessarily work.
Basic idea:
Tier 0 (Cost + UpgradeCost)
|-> Tier 1 A
| |-> Tier 2 A
| | |-> Tier 3
| |-> Tier 2 B
|-> Tier 1 B
CONTAINER (COST 125 + 25 INITIAL UPGRADE) x 4F + 1
|
RU LIMIT 1600
|
SUPER CONTAINER (1600 + 60)
|-> Repulsion Charge Node (1000 + n/A) - Enables building defensive tech tree buildings. Fragile.
| |-> Personnel Field Projector (2000 + 300) - Reduces ALL damage to teammates by 5% + 2% * LVL
| |-> Armory (2000 + 200) - Increases the maximum armor of ALL teammates by 10 + 8 * LVL
| |-> Blast Shield Projector (3000 + 100) - Reduces splash damage of ALL types to teammates AND buildings by 10% + 1% * LVL. Extra protection to teammates | from nukes, with full upgrades providing a good chance of survival.
| | |-> Core Inverter (1000 + 50) - Converts energy from splash damage on the core to core energy, repairing the core by a small amount. Can only be built within a small radius of the core. Repair is 5% of damage + 1% * LVL.
| |-> Tesla Lethality Unit (3000 + 100) - Causes SPs to randomly fire a slightly larger, faster, stronger, LETHAL shot even at 10HP or lower targets. This chance decreases with distance from the Unit. Unit effective radius and chance of a lethal shot increase with upgrades. Affected SPs crackle with team-colored electricity when firing lethal shots.
|
|-> Ballistics Engineering Suite (1000 + n/A) - Enables building offensive tech tree buildings. Fragile.
| |-> Munitions Cache (500 + 100) - Expands team weapon capacities by (LVL * 20%), for a maximum of double the ammo limit. Does nothing without upgrades. Explodes violently if destroyed.
| |-> Particle Accelerator (5000 + 500) - Increases neutron bomb radius and damage. Fragile. Releases a damaging neutron if destroyed.
| |-> Gauss Accelerator (1000 + 400) - Increases ALL damage dealt by teammates by 5% + 1%*upgrade. Increases speed and range of all teammate weapons by an equal amount. Doesn't stack with particle accelerator.
|
|-> Medical Support Bay (2500 + 150) - Enables special player healing buildings and abilities. Adds 20 + LVL * 10 to max player life. Fragile.
| |-> Nanosurgery (500 + 50) - Gives all players a faster player-repair rate; rate increases by 25 + 5 * LVL per heal.
| |-> Nanoreconstructor (1000 + 100) - Within a certain radius, allow players to respawn with items intact. Effective radius, respawn time, players respawned per minute, and health on respawn depend on upgrade level.
ZZZ not done need to sleep will add more tomorrow whatever
This thread is for public lambasting of my Siege teamplay ideas. Since I think they're pretty badass, but some of them can stink pretty hard. Only one set for right now.
1. SIEGE TECH TREES (aka SiegeCraft)
Every game, nuke nuke nuke nuke nuke nuke, maybe neutron if you're feeling creative. Such a crude and effective strategy. But where's the new stuff? Where's the variety? Where is there any more sophistication than ZOMFG IM NUKING NAO UP ME OOOORR NUKE WIF MAH? Not that Siege might need it to be fun, but why not open more doors while we're at it?
Here's where tech trees come in, so you can find other methods to ape your way to victory. This is a sampling of ideas, not really how a final system would necessarily work.
Basic idea:
Tier 0 (Cost + UpgradeCost)
|-> Tier 1 A
| |-> Tier 2 A
| | |-> Tier 3
| |-> Tier 2 B
|-> Tier 1 B
CONTAINER (COST 125 + 25 INITIAL UPGRADE) x 4F + 1
|
RU LIMIT 1600
|
SUPER CONTAINER (1600 + 60)
|-> Repulsion Charge Node (1000 + n/A) - Enables building defensive tech tree buildings. Fragile.
| |-> Personnel Field Projector (2000 + 300) - Reduces ALL damage to teammates by 5% + 2% * LVL
| |-> Armory (2000 + 200) - Increases the maximum armor of ALL teammates by 10 + 8 * LVL
| |-> Blast Shield Projector (3000 + 100) - Reduces splash damage of ALL types to teammates AND buildings by 10% + 1% * LVL. Extra protection to teammates | from nukes, with full upgrades providing a good chance of survival.
| | |-> Core Inverter (1000 + 50) - Converts energy from splash damage on the core to core energy, repairing the core by a small amount. Can only be built within a small radius of the core. Repair is 5% of damage + 1% * LVL.
| |-> Tesla Lethality Unit (3000 + 100) - Causes SPs to randomly fire a slightly larger, faster, stronger, LETHAL shot even at 10HP or lower targets. This chance decreases with distance from the Unit. Unit effective radius and chance of a lethal shot increase with upgrades. Affected SPs crackle with team-colored electricity when firing lethal shots.
|
|-> Ballistics Engineering Suite (1000 + n/A) - Enables building offensive tech tree buildings. Fragile.
| |-> Munitions Cache (500 + 100) - Expands team weapon capacities by (LVL * 20%), for a maximum of double the ammo limit. Does nothing without upgrades. Explodes violently if destroyed.
| |-> Particle Accelerator (5000 + 500) - Increases neutron bomb radius and damage. Fragile. Releases a damaging neutron if destroyed.
| |-> Gauss Accelerator (1000 + 400) - Increases ALL damage dealt by teammates by 5% + 1%*upgrade. Increases speed and range of all teammate weapons by an equal amount. Doesn't stack with particle accelerator.
|
|-> Medical Support Bay (2500 + 150) - Enables special player healing buildings and abilities. Adds 20 + LVL * 10 to max player life. Fragile.
| |-> Nanosurgery (500 + 50) - Gives all players a faster player-repair rate; rate increases by 25 + 5 * LVL per heal.
| |-> Nanoreconstructor (1000 + 100) - Within a certain radius, allow players to respawn with items intact. Effective radius, respawn time, players respawned per minute, and health on respawn depend on upgrade level.
ZZZ not done need to sleep will add more tomorrow whatever