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Thread: Orb progress

  1. #1
    Whicked Sick Higor's Avatar
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    Orb progress

    Ongoing process on orbs, coded from scratch.

    Here the orb is displayed following the player, making them easy targets.


    And here a blue orb has been inserted into a container, it now orbitates around it.


    The functionality of those is being discussed...

    Click image for larger version. 

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  2. #2
    Whicked Sick Higor's Avatar
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    Here's a closeup on the Orb graphics.
    It consists on 2 separate spheric effects, and only appear on clients.
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  3. #3
    Administrator SAM's Avatar
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    Is WC ok with developing an unfinished function?

  4. #4
    Whicked Sick Higor's Avatar
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    Coded from scratch, WC's orb code hasn't been used.
    Meaning, he could finish his own and Siege would be running two orb types.
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  5. #5
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    what the fucks it supposed to do? please say its going to imitate and clone whatever building or player its on, that would be so cool. so say it was on my it would clone and imitate me, or if it was on a super pro or container it would clone and imitate its functions!

  6. #6
    Administrator SAM's Avatar
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    If I remember correctly makes it more powerful or invincible

  7. #7
    Whicked Sick Higor's Avatar
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    In order to prevent huge unbalance, the functionality I came up (it's all theory yet) consists in this:

    There will be 2 orb types:
    White orb (spawns in mid)
    Colored orb (team specific orbs, made by Orb Generators)

    sgBuilding > Not all can accept orbs (core, items, mines for example).
    sgBuilding > Functions vary when ORB'd (example: Container heals +10 hp/s, lvl5 cont heals 20 hp/s, so it would heal 30 hp/s )
    Global effect > Damage scaled from 100% to 80%
    Global effect > RU leeching scaled to 65%
    Global effect > Extra healing: 5 HP/s to self.

    Alternate mode: Player carrying the orb all the time.
    White orb > Heal all builds (not core) 30 HP/s within certain radius, so the orb carrier would be like a walking container.
    Team orb > If carried by player of same team, heal 30 HP/s friendly builds, damage 30 HP/s enemy builds.

    If carrier is killed, the orb is dropped and destroyed within 20 seconds if not picked.
    If building with orb is destryed, orb is destroyed.

    Orb generator:
    Should be a 2000 RU build, and only generate one team colored Orb at once.
    When the team colored Orb is destroyed, the generator will take 30 seconds to make another one.

    Carrying an enemy colored orb:
    Those can be stolen from the owner team, but can't be inserted on buildings with a different team color.
    The only use of stealing an orb, is to prevent the owner team from using it, therefore, rendering their orb generator useless.
    While a player carries an enemy orb, the orb doesn't harm or heal builds.
    An enemy can pick a created orb from an enemy generator, so place the generator at a safe location.

    Other tactics:
    Inserting own orb in enemy building to cause damage. > Looks like a good idea, use the orb as explosive device.
    Inserting an orb to capture an enemy building. > Ultimate trolling.
    Insert orb into core to heal it 10%. > Orb is destroyed then and since they take 30 secs to respawn, looks reasonable.
    Translocating would make a player drop the orb. > Would be too overpowered otherwise.

    Any opinions?
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  8. #8
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    can we go back to old siege it was so simples and relied heavily on teamwork.

    not that these ideas are not good, i just dont like change

  9. #9
    Administrator SAM's Avatar
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    Quote Originally Posted by |uK|B|aZe//. View Post
    not that these ideas are not good, i just dont like change
    That's why people get bored and leave. Because of a lack of new content. Siege still depends on teamwork and the base of siege has been preserved...

  10. #10
    Whicked Sick 'Zac's Avatar
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    kinda like the orb thing in UT3


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