laser mines what you do you think of them?

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
bitterman
Posts: 58
Joined: Tue Jul 15, 2003 2:12 pm

Post by bitterman »

hey could you add an advanced weapon option to them so you could activate the laser mines when you want so that you could get someone to chase you and just before there about to pass them you activate it so they don't even see it
Swift Viper
Posts: 160
Joined: Sun Aug 25, 2002 12:17 am

Post by Swift Viper »

I find them useful, I how did not get to use very often to try all them cool tricks. They were even times I walked into my own traps :( :o . Maybe they could be useful on Invasion monsters also.

And speaking of turning on and off laser mines, I think the proxy mines from Quake 2 had the option to turn them on or off, from what I saw from the website anyway.
Mad Member with lots of ideas and questions and somewhat good fragging skills.
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

the ability to manually activate your proxies would be a real plus , imagine walking into a room , prepared to frag someone , then , all of a sudden , 12 proxies come barging in the dorway behind you. the ability to turn on/off proxies would improve the strategic aspects of the game immensly(although not as much as full fledged remote mines :wink: )
SPA
Chaotic Dreams Team
Posts: 874
Joined: Sun May 05, 2002 6:49 pm
Location: Würzburg, Germany
Contact:

Post by SPA »

Well, still keep in mind that we have our "Advanced weapon button", which isnt used yet for the proxies...one of the ideas for it was that once pressed, all of your Proxies go into sleep mode, pressed again they all wake up (also the original sleeping ones) ... this way you could place em all over a ceiling and once somebody comes in you release em all at once from a save lookout and enjoy the view :wink:
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

I like the way that sounds hehe. have you also thought about implementing this for firemines so people can get through theyre own traps??? or are we just gonna have to be extra careful?
Shuri
Chaotic Dreams Team
Posts: 1183
Joined: Tue Jun 10, 2003 7:27 pm
Location: india
Contact:

Post by Shuri »

I've been thinking of how bots in teamgames sort of waste your firemines by running into them themselves, and I've been thinking - how about an option to select whether or not teammates set off firemines? (so they would just run through them when off). This should stay on for online games, but I'm thinking about offline players - bots are so infuriating when they set off your perfectly layed out traps! :x
neolith
Chaotic Dreams Team
Posts: 1594
Joined: Wed Jan 15, 2003 10:05 am
Location: Düsseldorf, Germany

Post by neolith »

Shuriken wrote:bots are so infuriating when they set off your perfectly layed out traps! :x
Isn't that just the same human players do? They tend to run into your mines, no matter what team they're on. That's why mines are so dangerous in team games...
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
Shuri
Chaotic Dreams Team
Posts: 1183
Joined: Tue Jun 10, 2003 7:27 pm
Location: india
Contact:

Post by Shuri »

Humans do, but they tend to see them much better than bots do.
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Shuriken,

yeap thats something we need to do. So we will look into making the bots avoid them better. But for true smarter bots we need to replace the bot class and that is a no-no for our mut.


Some other ideas for the AWO was for proxies...maybe you could see throught their eyes in this mod. Say point at a proxy with the claw2 out, hit the AWO key and now your seeing through the proxies view...kind of like the xloc..or....maybe...you can take controll over it....hmmmmmmm
Jb
Post Reply