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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 126387 times)

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April 06, 2011, 01:39:08 PM
Reply #45

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #45 on: April 06, 2011, 01:39:08 PM »
I have considered giving regen to the main zombie, but I don't know if that would help if the player is getting ganged up on.  They'd lose health far faster than they could gain it if a bunch of players team up.  It's a good idea though.  Funny thing is that if players team up immediately on the alpha, they tend to die very quickly.  However, if everyone runs away, the zombies tend to win.  I'm not sure zombie health needs to be adjusted yet, but I'm definitely not ruling out the possibility.  Just for laughs, what does everything think the alpha zombies health should be?   At the moment it's at 360 (normal player is 100, normal roboenza zombie is 1100).

Quote from: "tsukiyomaru0"
And here is the worst mistake:
Tsuki, I would like to kindly remind you I chose to do it this way.  It just so happens that my implementation differs from your opinion on what it should be, but that does not make it wrong.  Constructive criticism is fine, but you phrase it as if I had done something incorrect.  Please stop this.

April 06, 2011, 04:59:54 PM
Reply #46

Offline Hallan Parva

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Re: [Mod] Rage Roboenza
« Reply #46 on: April 06, 2011, 04:59:54 PM »
To encourage actively playing (and to help counter Crash Bomb Rape), whenever a tag is made existing zombies should regain some of their health or get some extra time!

Maybe all zombies get +20 HP and the tagger gets a bonus +30 HP (making the tagger get +50 in total).

Or, all zombies could get +20 HP and the tagger gets +10 (15?) seconds! This would help the alpha zombie a LOT!


EDIT: Of course the HP bonuses can't exceed their original max and the time should have some sort of cap on it. (I'd suggest a cap of 120 seconds, but that's just me.)

April 06, 2011, 08:02:38 PM
Reply #47

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #47 on: April 06, 2011, 08:02:38 PM »
Ya know, that's a pretty good idea.  I'm not 100% certain if it's possible to give the infecting zombie an item such as health but I'll check it out.

On a side note: Should spark shock affect zombies the same way it affects players or is that OP?  Right now it just 'stops' the zombies for a moment but doesn't stun them.

April 06, 2011, 08:08:16 PM
Reply #48

Offline Hallan Parva

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Re: [Mod] Rage Roboenza
« Reply #48 on: April 06, 2011, 08:08:16 PM »
I say... nope. Zombies have the new low HP and the old "every hit equals knockback". Adding stun to the equation is just BEGGING for a combo with Crash Rape.

Or Wave Rape, or Star Rape, or Drill Rape, or Lookin-Like-A-Fool-With-Hyper-Bombs-On-The-Ground Rape...

April 07, 2011, 12:59:54 PM
Reply #49

Offline Hallan Parva

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Re: [Mod] Rage Roboenza
« Reply #49 on: April 07, 2011, 12:59:54 PM »
WHY DID YOU REMOVE SKULL BARRIER.

Even WITH Skull, it was hard to win as the last human because zombies are so damn fast. Now, it's nigh impossible.

Thanks for making zombies win every damn match. :(

April 07, 2011, 01:17:35 PM
Reply #50

Offline CutmanMike

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Re: [Mod] Rage Roboenza
« Reply #50 on: April 07, 2011, 01:17:35 PM »
Oh quit your whining. I'd expect feedback like that towards me, as I've been doing this a lot longer than most, but not towards a fellow modder who's trying his best to keep things sane (and it's hard considering it's roboenza)

Either be constructive about feedback or don't give feedback at all please

April 07, 2011, 01:20:18 PM
Reply #51

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #51 on: April 07, 2011, 01:20:18 PM »
I removed skull barrier because that wasn't the style of play I was shooting for with this.  If the survivors gang up and attack the zombies then they usually win, if they run away they usually lose.  Normal Roboenza is about avoiding zombies and hiding.  This one  is more about actively engaging zombies and trying to prevent them from expanding. Roboenza on it's own has a very relaxed style of play.  That's cool, but I wanted this to be different.  Of course, if you are correct and zombies always win, I will change it back.

April 07, 2011, 04:39:00 PM
Reply #52

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #52 on: April 07, 2011, 04:39:00 PM »
Now they'll always win and it'll be less fun.

Besides, hiding IS a valid tactic, even in direct combat situations. or will you try to remove things like corner shot? Then why don't make everyone's skin 10x bigger? Seriously bad.

It's not that they hide. Most people camp, other sets up traps by standing near a teleporter with the Skull Barrier, others do the pharaoh rave near a two-way teleporter, and so on. It is their tactic. Hiding is stealth tactics, you hide and wait for a chance to move to a new position or attack and go.

Skull Barrier should still be in, Spark Shock should still paralyze them, etc. However I think that CANTSEEK flag needs to be added on both ends (Survivor and Infect). That's the most urgent change, as the missiles homes into survivors but not into infects, making them only good for a false sense of security that is nicknamed Dive Shield.

April 07, 2011, 10:49:22 PM
Reply #53

Offline Galaxy Sisbro

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Re: [Mod] Rage Roboenza
« Reply #53 on: April 07, 2011, 10:49:22 PM »
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.

April 07, 2011, 11:05:54 PM
Reply #54

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #54 on: April 07, 2011, 11:05:54 PM »
Freeze Cracker = bad idea for Skull Barrier replacement. Replace it with something that can be usefull instead, like Centaur, Bright or Gravity (This one = last resource).
The weapon pellet dropping is... Well, makes me wonder why.

April 08, 2011, 12:46:50 AM
Reply #55

Offline SmashTheEchidna

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Re: [Mod] Rage Roboenza
« Reply #55 on: April 08, 2011, 12:46:50 AM »
I made good use of the Freeze Cracker. Although with the way it eats up weapon energy, maybe the replacement should be changed to something else. (but possibly keep that weapon in the game. I like Freeze Cracker.)

An interesting idea came to mind. What if when someone goes into rage mode, it plays two sound effects: one being the Rage mode activating, the second one would be a unique sound effect depending on the skin you're using? (Of course, said sound effect has to be implemented into the skin itself for it to work.)
I dunno if it can work, or if it's worth adding, it's just a thought. (I'm actually currently messing with Rage Roboenza and one of my skins to see if it actually can.)

April 08, 2011, 12:51:27 AM
Reply #56

Offline Korby

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Re: [Mod] Rage Roboenza
« Reply #56 on: April 08, 2011, 12:51:27 AM »
It's impossible to detect what skin you're using.

April 08, 2011, 12:59:39 AM
Reply #57

Offline SmashTheEchidna

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Re: [Mod] Rage Roboenza
« Reply #57 on: April 08, 2011, 12:59:39 AM »
Maybe so, but if it says to play a sound effect, in which any number of skins has a different one with the same name, would it still not work?

April 08, 2011, 01:42:54 AM
Reply #58

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #58 on: April 08, 2011, 01:42:54 AM »
Quote from: "SmashTheEchidna"
Maybe so, but if it says to play a sound effect, in which any number of skins has a different one with the same name, would it still not work?
Possible, but the headache doesn't make it worth enough to add. Unless everyone shared the same sound, regardless of skin.

April 08, 2011, 01:47:00 AM
Reply #59

Offline Hallan Parva

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Re: [Mod] Rage Roboenza
« Reply #59 on: April 08, 2011, 01:47:00 AM »
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.