Space "weapons"

Discussion in 'Feedback' started by alucard13mmfmj, Dec 24, 2010.

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  1. alucard13mmfmj

    alucard13mmfmj Member

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    To give the commander a sense of being more involved in the fighting.. how about having the ability to use orbital space weapons.

    [​IMG]
    BE - Ion Cannon (require plasma weaponry). Ion cannon delivers a concentrated beam of destruction that will destroy anything. the diameter of the beam would be about the width of an infantry. the beam will be inaccurate but the commander can choose which coordinate on map to use it on. it can only kill one target if it hits the target

    [​IMG]
    NF - Kinetic Projectile (require advance magnet research). A mass that is dropped from orbit and using gravity as the destructive force. Use the squad artillery animation. wider area damage than ion cannon, but will only damage buildings and tanks for 90% damage and kill infantry. the area of damage would probably be area of a BE repair pad. will also be inaccurate like ion cannon.

    Both system requires about 5,000 resources to research and 5,000 resources to activate.. with a cooldown time of 3minutes.

    pro:
    give commanders something to do, other than placing buildings and researching, and occasional "attack" orders.
    incentive to keep command vehicle moving and/or hidden from enemy
    it can end stalemate games, but not too OP since the weapon would be inaccurate.

    con:
    can end matches really quick by luck
     
    Last edited: Dec 24, 2010
  2. flasche

    flasche Member Staff Member Moderator

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    read the rules, actually you should know them already (and i just mentioned them in the other superweapon thread)
    NO SUPERWEAPONS.

    also that can end matches really quick by luck thing is so fucking retarded i cant even fucking tell fuck it.
     
  3. alucard13mmfmj

    alucard13mmfmj Member

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    how is it a super weapon if there are restrictions? being very inaccurate and can only kill or heavily damage 1-3 targets IF it even hits. Those coordinates are pretty big on some of the maps.

    game needs more probability and "luck".
     
  4. .:.HeXi.:. emcalex329

    .:.HeXi.:. emcalex329 Member

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    luck just leads to crazy rage for the unlucky team
     
  5. Sargeras_da

    Sargeras_da Member

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    Something that can maybe damage three things, IF it hits, doesnt sound likes its worth the 5k to research it and the 5k to use it one time
     
  6. harryhoot1

    harryhoot1 Member

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    Even if you don't agree with his orbital weapon idea, can't we all agree that the commander needs some kind of offensive capability since targets are gone?
     
  7. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    autobuilding turrets

    or better built turrets dropped by aircraft
     
  8. recon

    recon SM Support Dev

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    QFT
    <filter>
     
  9. Grantrithor

    Grantrithor Member

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    how bout fricken airdrop ammo crates.
     
  10. Empty

    Empty Member

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    particles are already made implementation pending
     
  11. Varbles

    Varbles Simply Maptastic. Staff Member

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    commander chess works for PR
     
  12. Krazer

    Krazer Member

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    /Thread and /everythread that's gonna be made in the suggestions forum for the next 2 months.
     
  13. Trickster

    Trickster Retired Developer

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    Extra commander stuff is on the to-do list. At some point.
     
  14. Krazer

    Krazer Member

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    :|ove: :|ove:
     
  15. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    ...far down the list. xD
     
  16. alucard13mmfmj

    alucard13mmfmj Member

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    well it has to be some idea that doesn't require new models and has to recycle some old stuff into new stuff.
     
  17. zenarion

    zenarion Member

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    Commander-dropped ammoboxes is one such idea that everyone seems to like.
    Also, thank you Trickster for bringing us this joyous gospel.
    More commander stuff is awwwwright.
     
  18. Deletejohnson

    Deletejohnson Banned

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    I agree fully
     
  19. Deletejohnson

    Deletejohnson Banned

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    well give us targets back till you figure out what the fuck you are doing!
     
  20. Rippie

    Rippie Member

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    I dont fully understand this "Commander has got nothing to do these days when we removed his most menial function."

    If I chose to play actively as a commander, which includes driving around building stuff there is barely enough time to make ends meet.

    Although I welcome more tactical options for the commander, I would hate if such commander functions were added that they cause people to accuse the commander for failing simply because he didnt spam them quickly and constantly enough upon everyone.
     
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