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Ideas for scavengers

Posted: 12 Aug 2010, 22:04
by WarTux
A few thoughts on the scavs:
  • Why not allow scav buildings, units, and AI for all unused player slots instead of just player 7? Think of the possibilities- rival scavenger camps and tribes, one scavenger tribe allied with one player and another scavenger tribe allied with another, etc.
  • The current scavenger AI should be improved. It needs to start building something else other than trikes.
  • Why not a "Scavenger Builder," a scavenger version of a truck/combat engineer? That would almost make them their own (playable, with a mod) faction! Of course, they should build really slowly, and take a long time to produce- that way the scavs won't spam them (scavenger truck rush anyone?).

Re: Ideas for scavengers

Posted: 13 Aug 2010, 08:46
by Roux Le Corps
sounds like a fun plan ^_^

Re: Ideas for scavengers

Posted: 13 Aug 2010, 23:00
by Verin
I second and support this idea.

Re: Ideas for scavengers

Posted: 16 Aug 2010, 15:19
by NoQ
The current scavenger AI should be improved. It needs to start building something else other than trikes.
It already does in trunk.

Re: Ideas for scavengers

Posted: 18 Aug 2010, 21:38
by franek12354
hmm idea is good but scavenders in NTW mod are worse than cyborgs :| so they will be n ot needed

Re: Ideas for scavengers

Posted: 18 Aug 2010, 23:41
by WarTux
franek12354 wrote:hmm idea is good but scavenders in NTW mod are worse than cyborgs :| so they will be n ot needed
Blah blah blah NTW mod is unbalanced! :P This idea is meant for greater capability of scavengers, and possibly making them their own faction.

Re: Ideas for scavengers

Posted: 19 Aug 2010, 09:42
by Ubermad
this seems fun :D

Re: Ideas for scavengers

Posted: 19 Aug 2010, 11:26
by franek12354
ok so NTW is not balaced but how do yuo going to make scav. stronger

Re: Ideas for scavengers

Posted: 19 Aug 2010, 14:11
by Roux Le Corps
numbers or stolen tech? scavs need to stand out, but still be scavs

Re: Ideas for scavengers

Posted: 19 Aug 2010, 14:13
by Roux Le Corps
numbers or stolen tech? scavs need to stand out, but still be scavs

Re: Ideas for scavengers

Posted: 20 Aug 2010, 00:45
by WarTux
franek12354 wrote:ok so NTW is not balaced but how do yuo going to make scav. stronger
The ideas were meant for the current scavenger system, in which the scavs are SUPPOSED to be weak.

If you want to talk about modable scavs, I would make everything scavenger-only (not progressive tech like NTW). Of course, damage from weapons should be less significant, units should be more expensive, take longer to produce, and be stronger, and structures should build slower (if you've ever used the "give all" cheat and built scavenger structures with trucks you know what I mean).

Re: Ideas for scavengers

Posted: 20 Aug 2010, 00:46
by WarTux
Roux Le Corps wrote:numbers or stolen tech? scavs need to stand out, but still be scavs
Double post. ;)

Re: Ideas for scavengers

Posted: 20 Aug 2010, 00:48
by KukY
WarTux wrote:Double post. ;)
So is yours :P
WarTux wrote:(if you've ever used the "give all" cheat and built scavenger structures with trucks you know what I mean).
Umm, I don't know what you mean. That's probably becuase I last used that cheat 6 months ago :lol2:

Re: Ideas for scavengers

Posted: 20 Aug 2010, 00:50
by WarTux
KukY wrote:Umm, I don't know what you mean. That's probably becuase I last used that cheat 6 months ago
:lol2: Use the "give all" cheat and use a truck to build, say, a scavenger defense tower. It will take some power, then pop up almost instantly. O_o

Re: Ideas for scavengers

Posted: 20 Aug 2010, 00:51
by KukY
WarTux wrote: :lol2: Use the "give all" cheat and use a truck to build, say, a scavenger defense tower. It will take some power, then pop up almost instantly. O_o
Of course. It's a scav structure and you have advanced nanotech or something like that...