Shoot missle walls

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
kman
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Shoot missle walls

Post by kman »

My idea: you can shoot "missiles" in the form of walls of a certain length, by hitting a key. You can customize the length of the wall and put a time limit on the amount of missiles you are allowed to shoot in a certain time.

The missiles destroy the other cars if they come into contact with them, or a certain part of a wall -- how much depends on what you set the blast radius to.

By default, you have an unlimited amount of missiles, but you can turn it on so that you only have a certain amount of missiles. With that option on you can also turn pick-ups on, so you can pick up missile items.

This whole missile thing can be turned off, of course, if you desire to play the game without such obtrusions.

Things that can be customized:
missile wall length
blast radius
speed (you'll skid along the missile if you go faster than it)
time limit per missile
limit on missile amount
missile pick-ups

Thought it might be a nice idea to add some fun to the game. 8)
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Fonkay
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Post by Fonkay »

:roll:
Tank, you need a big sign on the door that says
"Jumps, bombs, grenades, guns and all other such suggestions have already been considered and denied."
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Post by Walking Tree »

Jumps, bombs, grenades, guns and all other such suggestions have already been considered and denied.
Last edited by Walking Tree on Sun Nov 27, 2005 3:36 pm, edited 1 time in total.
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dlh
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Post by dlh »

There should be a "Suggestions/Improvements/Feature Requests" category, so one can easily find if something has been suggested already. Better yet, everyone could use sourceforge, and then create a topic in the the Feature Requests category titled "[Request ID] title" for discussion.
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Lucifer
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Post by Lucifer »

Except that none of these things have been denied..... More like "the engine doesn't support it right now", with at least one or two developers (counting myself) interested in both having the engine support these things and having them in-game.

Jeez. Let's have some more tolerance for people's ideas, ok?
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Z-Man
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Post by Z-Man »

The engine would support this :) It's build for walls. And I second the Jeez. You're creating an idea-hostile environment here.

But I have to take the suggestion down anyway, sorry. As far as I can see right now, shooting walls does not give you many new opportunities. Almost everything you could do by shooting walls, you can already do by just driving there. It makes attacking a player harder, because you have to be prepared for him to shoot a wall in your way while you yourself are not yet in a good shooting position. (Assuming you can't shoot at an arbitrary angle, and walls don't go much faster than cycles.) Ergo: more running away, more camping, less fighting.
The only situation I can imagine right now where this feature would make a difference is when you are hunted by two other players, one left and one right of you. You could then fend one off with a shot wall while boxing the other the old fashioned way.

But yes, if we shoot anything here, it certainly would be walls and not rockets. Welcome, kman!
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the pig
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Post by the pig »

Well, I went from the approach of shooting missiles, not walls. Deathzones actually. I've been using brake to control shooting and the amount of brake reservoir used to determine the size of the shot.

I'll have the server up at "Pig Sty" most nights, stop by and give it a try. Feel free to make suggestions.

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Post by Z-Man »

:o Good hacking. 8)
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Tank Program
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Post by Tank Program »

Seems like the zone is the most extensible game object we've got.
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Walls
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Post by Walls »

It doesn't seem to fit with 'traditional' light cycles >_> Then again, it'd work if it can be placed into the game.
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Phytotron
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Post by Phytotron »

:( :? :x :cry: :evil: :| :!:
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the pig
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Post by the pig »

Hehe Osc, you don't have to play there :)

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Lucifer
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Post by Lucifer »

It's working pretty well. Let's see, you get zones the color of your cycle, and you get points when they hit somebody. A cycle can actually go faster than a zone, settings feel breakfasty so there's good acceleration. So you can shoot, and then run into the zone you just fired off and kill yourself. There's even a nice message to tell you you've done this. :)

Um, I recommend not playing with Cheney.

It's pretty neat, though. Hold the break down for the whole way and you get a megashot, fires on each axis a big zone.

The zones themselves are easy to dodge, but they're coming from all directions. In many cases it's easier to core dump the guy instead of shooting him.

So, here's some suggestions. Obviously bouncing the zones off the walls don't make a lot of sense on a 4 axis server. I'd like to see the walls absorb the shots. That makes maps fairly possible. I'd also like to see how it would work in a fortress game.

A tactical suggestion. If you're intending to turn right into the guy's face and fire, give it up. He's already holding his brake waiting for you to do exactly that, and he'll release it before you can fire your own shot. Conversely, if you're far enough from a guy and you know he's going to turn around and shoot, it's worth it sometimes to go ahead and shoot and let him kill you, because you'll get him.
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the pig
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Post by the pig »

I put some new stuff in to discourage shots close up.

One is the self destruct zone. When that is turned on, a zone expands where your cycle was quickly and then goes down.

Second is zombies. If you kill someone, a zombie zone gets created where they died and starts seeking towards you :)

They don't make sense to have together, so only zombies are turned on right now on my server.
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Post by gss »

Zombies are funny - they keep eating me :(
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