Engineering stuff that needs to be there in T:V

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Roadkill(er)
12-26-2003, 07:43 PM
launch pads, or acceleration pads

... well i did have a list, but i can't think of it now.

Contribute what you want, but i don't th ink teleport pads should be deployable in the original game. It just isn't a real pretty thing to look at, and it doesn't advance gameplay any.

jotun
12-26-2003, 07:47 PM
how about hell no?

Got Haggis?
12-26-2003, 07:57 PM
well team rabbit 2 had acceleration pads and launch cannons. for ctf though? that isn't really what i would define as something 'tribes' like.

Amadeus
12-26-2003, 07:57 PM
http://www.tribalwar.com/forums/showthread.php?t=240907&highlight=mspaint

Darkfire
12-26-2003, 07:58 PM
how about hell no?

:signed:

Leave that shit to ren mod :/

Roadkill(er)
12-26-2003, 08:11 PM
i got this from shifter and every other good mod. I hate renegades. Every one of them has a variation of the launch pad. IT need not be super powerful to launch someone 500 feet in the air in an instant, but will get you perhaps fifth of that distance in 3 seconds in a light armor unaided by jetpack. Power can only be determined by testing. It would really help on those maps where a heavy or medium has to jump from pad to pad to reach the base -- too far away from a vehicle pad, and too low for a teammate to risk bringing one down just for you. It still has to be a pack, though, but it would help alot. Once destroyed, the team has to bring one all the way out from their base to yours to replace it. Put limits on it, too. No more than 3, sounds good, where small players no more than 1.

also, jamming grenades. Jams all machinery's sensors within the blast radius for 3 seconds. Just long enough to run past them in light. (probably bulky enough to get less of these than normal grenades, if you think this unfair)

HaPpY
12-26-2003, 08:16 PM
there are reasons movie critics cant make good movies
there are reasons gamers cant make good games

Roadkill(er)
12-26-2003, 08:27 PM
may i also add that the launch pads i have experience with have upward force, and not so much more horizontal than the angles at which you can naturall jump?

i realize that what i am saying will not be incorporated into the game, but i would like to see some reasonable propositions, where the game developers can look at, call upon their game developing experience, and decide yay or nay on their own. It is of my understanding that Sierra employees and game developers do visit this forum, from time to time, no?

It is not my place to tell them what they can or cannot due, but i am still able to suggest.

Please, next time, provide a reason for your denial.

And to make this post have some other point other than my own defense, i will include the following proposal, though i am gauranteeing nothing good on this one:

beacon launcher. Grenade launcher fired, or a specialized weapon (like the elf gun).

Ixiterra
12-26-2003, 10:00 PM
The reason, Roadkiller, is that this has been brought up before. It gets tiring when every new member to the board comes on thinking they have an idea that is the shit, just because it was in their favorite mod in T1/T2.

I've played both Renegades and base for T1 for quite a long time. Each has their place. Base is about skill in movement, above and beyond. Launch pads, accelerators, and teleport pads all dumb that down. Those types of items blur the lines between the good players and the great players. That is why, even though I played Renegades, I think it's a bad idea, because I also played base.

Roadkill(er)
12-26-2003, 10:30 PM
bleh, dont know why i didn't see it before. t1 base hasn't brought much fun, so i've been playing games where armors have limited mobility..


My apologies.

Though, if anyone has anything deployable they think should be in t:v, feel free to post it. This thread wasn't supposed to be all about the jump pad.

Theta
12-26-2003, 10:34 PM
I have a great idea about T:V deployables: Don't have any deployables.

half the sky
12-26-2003, 10:56 PM
Deployable crates of angry lobster. Sure, they're difficult to train and somtimes turn on you, but omg! They add so much depth!

DwarfVader
12-26-2003, 11:47 PM
Deployable crates of angry lobster. Sure, they're difficult to train and somtimes turn on you, but omg! They add so much depth!
:rofl:

Neek
12-27-2003, 01:10 AM
Deployable crates of angry lobster. Sure, they're difficult to train and somtimes turn on you, but omg! They add so much depth!
:lol:

Tycho
12-27-2003, 01:42 AM
Deployable crates of angry lobster. Sure, they're difficult to train and somtimes turn on you, but omg! They add so much depth!

dont forget the delicious factor, either

PyroTeknik
12-27-2003, 01:47 AM
http://hosted.tribalwar.com/flameworks/Junk/lobstert.gif

Tycho
12-27-2003, 01:53 AM
oh dear god I love you pyro...

Bistromatic
12-27-2003, 03:02 AM
You are my hero pyro!

Thrax Panda
12-27-2003, 03:07 AM
Deployable crates of angry lobster. Sure, they're difficult to train and somtimes turn on you, but omg! They add so much depth!They are easy to defeat with the butter pack.

TreW_SoulJa
12-27-2003, 08:27 AM
How about spamming items from the inv station? There may have been a thread on it before, dunno. I felt in T2 that engineers were really missing something when the spam was taken out. There was really an art to tossing spare turrets and skiing through the piles in various ways to make a turret setup. I'm sure KP can attest to this because he farmed for IE sometimes back in the day.

And not being able to spam repair packs really sucks.