para-cyborgs
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para-cyborgs
Why don't we have Para-cyborgs? They can jump out of transports into enemy places.
Re: para-cyborgs
Hmm, regular cyborgs do it well enough already.
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Re: para-cyborgs
+1hao wrote:Hmm, regular cyborgs do it well enough already.
I don't really see the need for new units or weapons.
Re: para-cyborgs
I agree, but this isn't really a new unit or weapon. It's a new possible mechanism of dropping cyborg troops (this could only work for the Cyborg Transport). Instead of the cyborg transport landing on the ground to drop off cyborgs, the cyborg transport would only fly over the directed drop-zone, and the cyborgs would jump off. I believe that's the only difference this idea would make. Perhaps even adding a Paratrooper research topic to the research tech tree if necessary.Dalton wrote:+1hao wrote:Hmm, regular cyborgs do it well enough already.
I don't really see the need for new units or weapons.
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- Rman Virgil
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Re: para-cyborgs
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Mappers can design their maps to make this happen now. Something I discovered & perfected when working on my War School project a couple years back & have used again in my Aqua Coop & ManGodAi projects. It's quite nifty & adds a whole new dimension to gameplay if your a precient designer.
- RV
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Mappers can design their maps to make this happen now. Something I discovered & perfected when working on my War School project a couple years back & have used again in my Aqua Coop & ManGodAi projects. It's quite nifty & adds a whole new dimension to gameplay if your a precient designer.
- RV
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
- Bruno Rodolfo
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Re: para-cyborgs
if I had that type of transportation, do not you think that the units would not suffer any damage.
but if you were an enemy base and transport could not land, the units were jumping with a parachute!
but if you were an enemy base and transport could not land, the units were jumping with a parachute!
Re: para-cyborgs
Would AA target the para-borgs?
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
- Bruno Rodolfo
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Re: para-cyborgs
should be AMC - Anti-Missile Cyborgs!effigy wrote:Would AA target the para-borgs?
Re: para-cyborgs
I don't see any need for that, the transport being quite fast enought. It would look cool but... well you know you need someone that will feel the need to code all the stuff just to "look cool".
Heretic 2.3 improver and proud of it.
Re: para-cyborgs
Heh, all this "3.0" thing is just about "looking cool" (:
You're right though (:
You're right though (:
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Re: para-cyborgs
but the transport has to land and when its on the ground it has to offload, so this would be faster and you could get the transport out of harms way faster. and yes effigy AA would target the para-cyborgs, but flack cannons cant