Whats this hoverboard Ive been hearing about....
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what i mean was just stick 2 foreward facing cutters otno the hoverbordjb wrote:The cutter idea sounds pretty neat. We have often thought about something else for that just not sure what....
However the hoverboard idea as it stood got scraped. We ran into just a lot of limitations trying to use the players weapons while they controlled the hoverboard. So we went back to the drawing board. What we think is the plan is to use the hoverboard but give it some sort of weapon. That way we get around all of the issues that we had with the old version and yet get something that is pretty fun to use...more details when we have them..
i reject your reality and substitute my own
Homing cutter blades? Actually that was one of the very frist homing weapons I ever played around with (just never did anything with it).
As far as the hoverboard we have not descided on final weapon configuration. Remember the idea of the hoverboard is to go from point A to point B quickly. And yes you should be able to defend your self. But since the hoverboard is kind of small then we are some what limited....
As far as the hoverboard we have not descided on final weapon configuration. Remember the idea of the hoverboard is to go from point A to point B quickly. And yes you should be able to defend your self. But since the hoverboard is kind of small then we are some what limited....
Jb
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I think the hoverboard should not be treated as a combat vehicle. It should be designed to fix the issue where a person becomes stranded in vCTF when all of the available vehicles have been taken already. It's not designed to fight, like the other vehicles, but at least it can get you to where the action is quickly, so you don't end up walking or sitting around waiting for another vehicle to spawn. To this end, it should either have a low respawn delay or should spawn in multiples. It should have a weapon, but only sufficient for self-defense, a way to fend off an attacker long enough to make an escape.
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Very true...Shadowstar wrote:I think the hoverboard should not be treated as a combat vehicle. It should be designed to fix the issue where a person becomes stranded in vCTF when all of the available vehicles have been taken already. It's not designed to fight, like the other vehicles, but at least it can get you to where the action is quickly, so you don't end up walking or sitting around waiting for another vehicle to spawn. To this end, it should either have a low respawn delay or should spawn in multiples. It should have a weapon, but only sufficient for self-defense, a way to fend off an attacker long enough to make an escape.
The hover board should be made this miniscule thing with no real weapons, only fantastic manoeuvering and speed, like a hyped up manta. It should be not able to do damage like a vehicle does but it should be able to do some hit damage to both the rider and the target, just to maintain balance.
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What I would prefer is that its speed is actually about the same as the manta and maybe less maneuverable. IMO, it should not be as good as any other vehicle. When you spawn, you should want to go for an actual vehicle, and then if you can't get one, at least you can get a hoverboard. Hey, it's not great, but its better than hoofing it.
I think it should crash if it hits anything, even players/monsters. It should do some damage when it does, maybe even kill them, but it should also throw the rider off and maybe even destroy the board. This will cut down on hoverboard mowing. We could also have it so that if the rider takes damage (gets shot), they fall off the board, and if the board gets shot and blown up, instead of killing the rider, they simply get thrown off. This way, it would be the safest, quickest "vehicle", and retain its value as a means of getting to the action in as little time as possible, but totally lack any real combat applications.
It would be cool if we could make it handle like a skateboard on hills and such, so that there is some actual physics involved. The manta can hover in place even on steep hills, which isn't all that realistic.
I think it should crash if it hits anything, even players/monsters. It should do some damage when it does, maybe even kill them, but it should also throw the rider off and maybe even destroy the board. This will cut down on hoverboard mowing. We could also have it so that if the rider takes damage (gets shot), they fall off the board, and if the board gets shot and blown up, instead of killing the rider, they simply get thrown off. This way, it would be the safest, quickest "vehicle", and retain its value as a means of getting to the action in as little time as possible, but totally lack any real combat applications.
It would be cool if we could make it handle like a skateboard on hills and such, so that there is some actual physics involved. The manta can hover in place even on steep hills, which isn't all that realistic.
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Shadowstar wrote:The manta can hover in place even on steep hills, which isn't all that realistic.
It is Unreal Tournament...
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There was a console command in ut that did that, there might even be one for ut2k4, I'm not sure.ironfistchamp wrote:...one that you can freeze time...
oh, and on the subject of bouncing cutter blades, I feel I have to post a link to this: http://www.powerlabs.org/movies/cd.mpg
Reality is that part of imagination we all agree on.
That would be awesome!Tim wrote:Hmm, I think i got an idea for killing players , which aren't in vehicles:
Put blades on edges of hoverboard, with same effect as scorpion's blades, exept they don't move... So you gotta strafe into players or head bang (front blade) them to be effective
Have two massive blades extending about two feet from the sides of the vehicle would be great for cutting guys down. Leave the front empty and blunt so that hitting someone there would knock you off the vehicle, for some added challenge.
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