Chaotic Avril Replacement
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Can two or more of these Tractor Beams work in tandem to lift heavier vehicles? If they could use conventional ammo (maybe some Energy cells to power their grav-field generators) then you could make the ammo used (or even how smoothly the vehicle is manupulalated) by manupilating a vehicle/person/object = (Mass * Distance moved)/(# of people firing at the target). For example, it would be easier for 3 people to move a Goliath over a proxy minefield than 1 person to move a Hellbender the same way, even though the Goliath is heavier than the Hellbender. By the way, Raptors should be immune to this gun or at least have more resistance because they too manupulate gravity. You could either have all the firers at the target in equal control of its movement, so if there is a disagreement between them as to where to move the target, the 'majority' will win due to their greater force. Or you could have the person who fired at the target first as the 'leader' who moves the target, no matter how many people there are with him. I got this idea from the Magnetron from Yuri's Reenge by Westwood and EA.
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- Chaotic Dreams Team
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Thats a great idea as it would definately promote teamwork. Players could work together to devestate things that they alone wouldnt be able to budge more than a few feet.lord_kungai wrote:Can two or more of these Tractor Beams work in tandem to lift heavier vehicles? If they could use conventional ammo (maybe some Energy cells to power their grav-field generators) then you could make the amo used by manupilating a vehicle/person/object = Mass * Distance moved
# of people firing at the target
You could have groups of players on the same team working together to toss tanks and flip Leviathans. It would definately require communication so that everyone didnt try to toss in different directions , and getting everone to release their beams at about the same time ( you could have say , a tolerance of two seconds) the experience would be impressive , enjoyable , satisfying , and Strategically advantageous.
In non team games that include vehicles ( for when chaos is used with other mods/mutators.) You could have it still be boosted by multiple players , so that skilled players would form super short term alliances with the guy who is tryin to lift the hellbender , and both could work together to frag a common enemy. then lay down the law on eachother.
another miscellaneous thought I had was
if it could the beam could be made.Hit location dependent , so that you could yank off tires . or pull players from their vehicles with a well placed shot.
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How about having a 'mobile turret that is a normal vehicle but mutates into a vehicle that can deploy into a turret. No 'extra' vehicles, no 'extra' turrets. Just more Chaos!
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Here's an alternative:
Make air its own ammo type for the MUG. Primary fire would generate a crazy tornado vortex thing out of the barrel. This tornado vortex thing would act just like the Grav-gun idea, but to make it more balanced, the user has to crouch in order to prevent him/herself from being pushed back by the weapon. The vortex can pick up players and vehicles to throw them or drop them into a bottomless pit or something. Multiple vortexes from multiple players. on a single target would increase the effectiveness of the weapon. Secondary fire charges up a giant "air ball", like in those cool Air-zooka things, to shoot at enemies and knock them away like bowling pins. The more you charge up, the bigger the ball. An Advanced Weapon Option for this gun would have the primary fire create actual mini-tornadoes and send them out in an erratic pattern, to keep the weapon balanced. The mini-tornado picks up enemy players, small vehicles, and projectiles, and carries them away until the tornado dissipates. This would be a charge-up weapon, the size and duration of the tornado increasing the longer you charge. The air gun should have a recharging ammo bank, with a maximum of about 200 energy, recharging at about the same rate as the shield gun.
Make air its own ammo type for the MUG. Primary fire would generate a crazy tornado vortex thing out of the barrel. This tornado vortex thing would act just like the Grav-gun idea, but to make it more balanced, the user has to crouch in order to prevent him/herself from being pushed back by the weapon. The vortex can pick up players and vehicles to throw them or drop them into a bottomless pit or something. Multiple vortexes from multiple players. on a single target would increase the effectiveness of the weapon. Secondary fire charges up a giant "air ball", like in those cool Air-zooka things, to shoot at enemies and knock them away like bowling pins. The more you charge up, the bigger the ball. An Advanced Weapon Option for this gun would have the primary fire create actual mini-tornadoes and send them out in an erratic pattern, to keep the weapon balanced. The mini-tornado picks up enemy players, small vehicles, and projectiles, and carries them away until the tornado dissipates. This would be a charge-up weapon, the size and duration of the tornado increasing the longer you charge. The air gun should have a recharging ammo bank, with a maximum of about 200 energy, recharging at about the same rate as the shield gun.
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It should be limited to light vehicles, I agree, but several players should be able to use the gun at once to boost the carrying capacity.
Perhaps to be more realistic, though, the player with the weapon could be dragged around if the vechicle they latch on to is moving very fast. One person couldn't slow down a speeding manta, three, probably. But if the manta is still, then it wouldn't be able to accelerate or get off the ground.
This could lead to some very interesting failures...
*Pictures player being drug across half the map from a speeding scorpion, a la desperate car chase scene...*
What would really be awesome is if you could use it to pick up enemies and hit other enemies with them. And do some decent damage, with some knockback.
Perhaps to be more realistic, though, the player with the weapon could be dragged around if the vechicle they latch on to is moving very fast. One person couldn't slow down a speeding manta, three, probably. But if the manta is still, then it wouldn't be able to accelerate or get off the ground.
This could lead to some very interesting failures...

*Pictures player being drug across half the map from a speeding scorpion, a la desperate car chase scene...*
What would really be awesome is if you could use it to pick up enemies and hit other enemies with them. And do some decent damage, with some knockback.

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The name of the game is Unreal TournamentMystrunner_h2g2 wrote:Perhaps to be more realistic, though, the player with the weapon could be dragged around if the vechicle they latch on to is moving very fast. One person couldn't slow down a speeding manta, three, probably. But if the manta is still, then it wouldn't be able to accelerate or get off the ground.
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*Pauses.*lord_kungai wrote:The name of the game is Unreal TournamentMystrunner_h2g2 wrote:Perhaps to be more realistic, though, the player with the weapon could be dragged around if the vechicle they latch on to is moving very fast. One person couldn't slow down a speeding manta, three, probably. But if the manta is still, then it wouldn't be able to accelerate or get off the ground.
Well, so it is. My word.
