popup chainguns

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crass
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popup chainguns

Post by crass »

would be killer if the game had popup chainguns that are hidden until something gets in range!
Wisler
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Re: popup chainguns

Post by Wisler »

Actually this sounds like a fun idea, a whole new concept of making invisible/hidden stuff, could be units or defense, but mabye worth expanding upon. Could be a new tech, invisibility or sub tech for say commanders, would make them useful.
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Re: popup chainguns

Post by ciarson »

I like this idea of an ambushing popup bunker.

the idea is good but it would need some rules. I ll try to define them.


the popup bunkers would :

- be hard to see (not automaticaly targetted but could be targeted manually), and maybe invisible before the first shot.
- only activate if the enemy reach a certain area (i would call il the "ambush point).
- be able to work as a group sharing the "ambush point" . (perhaps an ability given by the CRC who would give the ambush signal. giving a use for the CRC since if it's destroyed the signal would never be given. )
- not activate for passing-by VTOL or if the ennemy hasnt reach the "ambush point". but would still return fire if they are attacked

if the idea is not accepted for player use, it could still be used by scavenger since it's a strategy their kind would rather use.
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Emdek
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Re: popup chainguns

Post by Emdek »

This idea (generic concept similar to active mines) could be interesting indeed, but I'm not sure if in default gameplay.
This include also such solutions:
Image
Hiding a bit (using similar texture to current tileset) existing structures (ability for truck and engineer cyborg), such thing would be destroyed in one shot (maybe adding small burning damage for structure).
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Shadow Wolf TJC
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Re: popup chainguns

Post by Shadow Wolf TJC »

Personally, I think that Flamers need this more than machineguns due to how short-ranged they are. Still, it would require some changes to the main code in order for support for such to be enabled, though perhaps they could be given a new strength variable called POPUP, in which structures with that variable would have 2 different states for different weapon modifiers at different times: POPUP_OPEN and POPUP_CLOSED. The closed state would be as well-protected as a bunker (though with the added benefit of being far less vulnerable to Flamers), while the open state would be as well-protected as an emplacement.
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Emdek
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Re: popup chainguns

Post by Emdek »

For popup ones I would say that more like new category of "propulsion" / "body". ;-)
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aubergine
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Re: popup chainguns

Post by aubergine »

@Emdek: IMHO camouflaged stuff should be reserved for scavengers in line with the original inspiration of the game (lots of netting, tires, crates, containers and empty oil drums used in Mad Max films).

@Shadow Wolf: Completely agree, and yes flamers are prime candidates for this! I think the closed state should be invincible to certain weapon classes, being under ground it should only be attackable with indirect fire (eg. mortars, artillery, missiles), laser satellite, EMP and bombs. HP should be increased regardless when in closed state. I assume the states and overall implementation would be similar to whatever gates currently use?
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Merowingg
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Re: popup chainguns

Post by Merowingg »

What also would be nice with those pop outs ;) would be their specific behaviour :) which I will try to describe now :lecture: omg what a dentence ;)

If it pops out, an interesting (mechanic) involving sound would be nice, and few seconds, i dont know 3 less, more, for it to prepare to shot, like for example it goes up, and moves up its "arms" with weapon aiming the target at the same time :)

Also "my beloved computer voice" could say something "security involved" or "defence involved" or any other coll thing ;)
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