Plasma repulser - Page 3

Plasma repulser

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Durandal
Posts: 126
Joined: 05 May 2005, 16:27

Post by Durandal »

Think of how many different things you could use a repulsor/attractor thing for ... most notably the childlide fun of it !
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I wonder if the same could be applied, but to units, and then decide whether it can be thrown or not by its weight (metalcost)...

That way I could have my Jedi fling enemy units into the air... :twisted:
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

The next step of course (in the area of shields) would be a more "standard" style shield. One more suitable for X-wings.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

That's no moon, that's a space station.

What about.. Tractor beam like units? A la Command and Conquer: Red Alert 2: Yuri's Revenge. There is a unit that picks up units, let's them hover, and then drops them.

Tractor them in, paralyze them, then capture. Hurray!
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Orbu
Posts: 23
Joined: 27 Aug 2004, 08:15

Good ideea just the way it is

Post by Orbu »

I think the SJ's ideea is very good just as he show us: targeting facilityes to deflect plasma weapons. And to not afect dramatically tha game balance, a good ideea will be tis "shield" to support only a small amount of blasts (e.g. some shield-energy that decrease with the approching of a blast, for each blast; recharging to be slower).
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

The tracktore beam thing sounds realy cool. But also iu want a black hole god damn it! I want to fire a vortex through the map thatw will suck every unit into it and crush it into a pulp, like in Unreal Two. That gun was so cheap but SO cool i didnt realy care! Far anyone who dosent play U2, what happened was the gun would fire a mico sun with a black hole around it. Then it flings it across the room
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Hmm... what about we introduce a new unit tag set, "Repulses:" These would list the weapons that, upon encountering the barrier created, are repulsed according to their type. Lasers go in a random direction (or, rather, in a wide cone directed to the attacker), shells behave like they do now, missiles either explode, or get their heading reversed, bombs bounce, torpedoes do the same as missiles (they actually are just that, underwater missiles), things like EMG just pop, flames get repulsed, etc.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Zoombie wrote:But also iu want a black hole god damn it! I want to fire a vortex through the map thatw will suck every unit into it and crush it into a pulp, like in Unreal Two.
I've done that for TA:
Return_of_the_OMGSuperKrogoth_2.0_now_with_blackhole.ufo

Too bad my funky scripting never works under Spring.

Originally posted by zwzsg
Originally posted by zwzsg
Introducing: the OMGSuperKrogoth
Buildable in both level 1 kbot lab, for a price of: totally free!, in a time of: negligible, the OMGSuperKrogoth looks like a thiner and taller version of the well-known krogoth. However it's far far more powerful. Its weapon are similar, save the main guns which are now the ones of the buzzsaw. It can go over water, and its speed is so forty times fastest than the fastest OTA plane. It's totally undestructible: dgun, nukes, point-blank bertha shot: nothing can hurt it. Even paralysing, kidnapping, reclaiming, or capturing it won't work! It produces enough E and M for any epic-sized base, stores a lot too, and works as an autotargetting upgrade, as well as a map-wide radar, sonar, radar jammer, sonar jammer. And it cloaks too.
So well, as you can see, the OMGSuperKrogoth is unkillable. DGun, nukes, BB shots don't kill it, it can't be kidnapped no captured nor paralysed nor reclaimed, and even if your opponent gets you with the CTRL ADVANTAGE trick, well, no worry, the OMGSuperKrogoth survive self destruction. Nothing can defeat it, not even human players using unfair tricks nor overpowered 3rd units. In fact, the only few third party units that can kills it are mine: Using the force, a Jedi is able to easily lift an OMGSuperKrogoth, make it spin around and explode in a puff of smoke and fire.

My OMGSuperKrogoth was so having a weakness. And even if it was mostly undefeatable it was kinda lacking in the offense department because of my relunctance to eat weapons ID with custom weapon. So I made a new version, by giving to it a stupidly uberpowered version of the only attack it could be a victim of: I added to it a blackhole: by using the off switch you can now make it slowly sink into a swirling maelstrom, once it has entirely disappeared in it, it activate a script instantly grabbing every moving unit on the map every seconds! Only buildings, units being nanolathed, and units being transported or transporting remain! Also, take note that the OMGSuperKrogoth 2.0 own shots usually can't escape its own black hole, and that one weird effect of sporting such singularity is to deform light path in such way as to sometimes makes nearby units and buildings disappear from view even when the black hole isn't open. Credits: Unit concept by DenimDemon, cool blackhole animated texture by TheRegisteredOne, original Krogoth model by Cavedog, .3do bastardization, senseless .fbi tagging, ugly buildpic, and scripting by zwzsg. Please don't blame DD and TRO for the unit, I'm the sole responsible of that abomination.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

I wonder what happens when you build a LRPC and a repulser rite behind it... Which then fires away from the repulser :D Does it get uber range or somethin?
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

cool i have to try it out!
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

could you make a file / share the file you have allowing this. i want it 8)
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

BlackLiger wrote:I wonder what happens when you build a LRPC and a repulser rite behind it... Which then fires away from the repulser :D Does it get uber range or somethin?
After my Flash Fountain experiment, I can say with absolute certainty that it can and will increase firing ranges. And if you put flashes on high trajectory, place them next to one, and angle their gun correctly, you can get them to lob their shots several screens away. To bad their aoe makes it useless, but it still looks cool, and makes trying it with a Vulcan a promising plan :twisted:

And this is a basic plasma repulser weapon, expirement with the repulse values to get what you want:

Code: Select all

[ARM_Repulse]
{
ID=257; 
name=ArmPlasmaRepulser; 
PlasmaRepulser=1; 

rendertype=4; 
lineofsight=1; 
turret=1; 

repulseenergy=20; 
repulseforce=10; 
repulserange=500; 
repulsespeed=10; 

[DAMAGE] 
{ 
   default=1500; 
}
}
I believe damage does nothing, so ignore its value. Energy is per shot repulsed. I think force affects how quickly it will redirect shots, range is the radius. I'm not sure about speed, maybe it affects the velocity of the shot?
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