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Sgt. Kjal here, ignore the username, used to be old callsign on Soldat waaay back.
Here's some ideas that you wanted, seperated into Skills and AbilitiesSkills (Upgradeable effects)- Henchman => +HP per upgrade, Upgrade Weapon every 5 upgrades(?)"." and I thought summonable allies is useful, though I have no idea what it might do to the player limit and shiz. It says what it says on the can, adds a bot to Alpha under user. Best if limit one, I suppose, and cheap if summoned by Defender, really expensive on others. Possible ability command would be "/goon". Suggested weapon would be SOCOM, don't want the helper to become a weapon of mass execution. Upgrading the weapon isn't necessary, but a nice touch. Would be useless in maps without Alpha team waypoints though, but might make them into good guardians. Skill upgrade might cost around the 7000s of SP, maybe? Also, shouldn't be a permanent thing for defenders, maybe needs 400 AP to summon, lasts for 10 minutes per summon?
- Survive => Recover HP when hit, more HP when upgrade, -optional- ability-like (+Soldier/Defender -Spy/Assassin)It is what it says, every hit causes you to recover a little HP. Would not be very useful against the GODDAMN THAT'S A TSUNAMI OF CHAINSAWS WITH LEGS or powerful gun-based zombies that tehbugerz0r might shove in the future. Increased skill level causes it to recover ever more HP per hit, but very slightly. If anything, it'll let'll you survive a random Zombie Gunner encounter or a short brush from a random chainsaw spawnkiller a few upgrades in. Max Level shouldn't be too high, lest it is abused. Give or take an ability worth 6000 SP for an upgrade, IMO. An optional condition would be to make it a temporarily activated ability, cheaper by Soldiers and Defenders, harder to use by Spies and Assasins. Seems fitting for the former pair.
Abilities (Constant, class seperated)- Deploy Stat Gun (+Tech/Defender -Assassin/Spy) => Creates temp stat gunSure, it might be ripoff, but it's a staple skill. Stationary guns could deliver firepower to spaces that need something that travels fast and hits hard. Alternatively, you can make it spit out Law shells at a low speed to make an artillery effect (It'll disappear if it travels into the air at a certain distance, resulting in no explosion, but if it hits, at least you could make it do a pushback effect with low splash damage. Of course, all explosions have a chance to instakill with a direct hit, but won't work on tehbugerz0r's harder zombies...I think, haven't tried it on them yet. Hacktank's/DX4's-rehash mod lets Law insta-kill them, so no idea how it goes). Suitable to Techs and Defenders, hard to use by Assasins and Spies. I'll leave duration and/or spawn management to you, people never like it when zombies start using stat guns against them.
- Solid Slugs (+Soldier/Defender -Assassin) => 33% creates a knockback effect (using cluster baby)Makes it that 1/3 hits on a zombie spawn a cluster baby (those tiny bombs from clusternades). I have no idea if this works, I haven't done weapon modding in a while. If it doesn't, replace with 0 damage grenade spawn. If anything, it SHOULD push the zombie back without much damage to it, so it won't cause OVERKILL MODE. Something for Soldiers and Defenders again (they need looove), Assasins shouldn't use them since they're already knocking shiz dead into yesteryear.
- Grenade Glory (+Soldier/Spy -Tech/Defender) => User gets a grenade box every 3/4 seconds for 1 minuteI suggested it earlier, but I still think nades need some love. Not really used, only used for killing zombies in downward inclines anyways, and kills a few, IF you're lucky. 1 box every 3/4 seconds should be enough to prevent grenade spamming and/or griefing, I guess. Soldiers makes sense for this skill, but Spy should have it, just for the "STOP" sign effect that it has on zombies. Techies/Defenders don't need it really, though it might help, but not suitable for them, since they're not really meant for frontline/solo killing.
Aaaand that's it. Will come back with more if brain is willing to work. I'm avoiding using "magical-like effects", since all of your skills/abilities so far make it seem like a "sci-fi" feel to the zombie-killing spree.
- Skill/Ability: HenchmenThey don't need to move much, they're just bait with weapons. It might sound cruel, but even sometimes PLAYERS become bait, baiting is a good way to drag the zombies away from potential flag routes, or at least make them too busy to kill anyone who is farther than the bait. They'll move to kill when they see zombies, just like any other bots without waypoints. But if it is a silly idea, it is a silly idea.
procedure DeCloak(ID: byte);var i,n: byte; spawn: array of byte; X, Y: Single; Team, HP: byte;begin Team := Soldier[ID].Team; //Just use your zombieteam here HP := GetPlayerStat(ID, 'Health'); GetPlayerXY(ID, X, Y); SetArrayLength(spawn,0); n:=0; for i:=1 to 254 do If GetSpawnStat(i,'Active') = true then If GetSpawnStat(i,'Style') = team then begin n:=n + 1; SetArrayLength(spawn,n); spawn[n-1]:=i; SetSpawnStat(i,'Active',false); end; SetSpawnStat(254,'Active',true); SetSpawnStat(254,'Style',team); SetSpawnStat(254,'X',X); SetSpawnStat(254,'Y',Y); MayChange := True; //You probably don't need this, it's an OnJoinTeam-Protection Command('/setteam' + inttostr(Team) + ' ' + inttostr(ID)); SetSpawnStat(254,'Active',false); If n > 0 then for i:=0 to n-1 do SetSpawnStat(spawn[i],'Active',true); DoDamageBy(ID, ID, MAXHEALTH - HP); //MAXHEALTH = 65 for realistic, 150 for normal modeend;
Inivisiblity isn't necessarily permanent.You can disable it by using setteam - I implemented such in Miracle Mode, however, respawning a player is inconvenient for him, he has to pick a weapon first. Bots should be able to do this in no time.Code: [Select]procedure DeCloak(ID: byte);var i,n: byte; spawn: array of byte; X, Y: Single; Team, HP: byte;begin Team := Soldier[ID].Team; //Just use your zombieteam here HP := GetPlayerStat(ID, 'Health'); GetPlayerXY(ID, X, Y); SetArrayLength(spawn,0); n:=0; for i:=1 to 254 do If GetSpawnStat(i,'Active') = true then If GetSpawnStat(i,'Style') = team then begin n:=n + 1; SetArrayLength(spawn,n); spawn[n-1]:=i; SetSpawnStat(i,'Active',false); end; SetSpawnStat(254,'Active',true); SetSpawnStat(254,'Style',team); SetSpawnStat(254,'X',X); SetSpawnStat(254,'Y',Y); MayChange := True; //You probably don't need this, it's an OnJoinTeam-Protection Command('/setteam' + inttostr(Team) + ' ' + inttostr(ID)); SetSpawnStat(254,'Active',false); If n > 0 then for i:=0 to n-1 do SetSpawnStat(spawn[i],'Active',true); DoDamageBy(ID, ID, MAXHEALTH - HP); //MAXHEALTH = 65 for realistic, 150 for normal modeend;
I'd ask to let the defender regen additional health in the same way,
Looks like you got your grubby hands on some ideas to work on! Are you gonna need more ideas, be needing something else, or just more INPUUUUUUT on your designs?
Hey, this is Shadow. I got banned from this server because I saved up a ton of AP (Tech) and kept on using /invade on ctf_Run and capped several times relatively quickly. It was a server vote kick for possible cheating, and someone else also initiated a votekick for hacking. If you could unban me, that'd be fantastic. Also, it seems that a lot of people don't understand that there are abilities, and they just assume that a person is hacking. Perhaps there should be a notice of some sorts to avoid such confusion in the future?
Glad to see that the confusion is being handled.Unfortunately, however, I am still banned =/
Nope, still banned lol
Ring of Saints: Increases ATK, DEF and AP Rate by 3. Gives you +1 regen. Increases XP gain by 100% 15% of the time. Sell for $5000. Fusion only. Recipe:Triple Crest + XP Crest + Health Crest.
Crest of Saints: Increases ATK, DEF and AP Rate by 6. Gives you +4 regen. Increases XP gain by 100% 40% of the time. Sell for $250000. Fusion only. Recipe:1: Triple Crest + XP Crest + Health Crest.2: Gem of Saints + Gem of Saints
what comes from the combination:Triple Crest + XP Crest + Health Crest ?QuoteRing of Saints: Increases ATK, DEF and AP Rate by 3. Gives you +1 regen. Increases XP gain by 100% 15% of the time. Sell for $5000. Fusion only. Recipe:Triple Crest + XP Crest + Health Crest.QuoteCrest of Saints: Increases ATK, DEF and AP Rate by 6. Gives you +4 regen. Increases XP gain by 100% 40% of the time. Sell for $250000. Fusion only. Recipe:1: Triple Crest + XP Crest + Health Crest.2: Gem of Saints + Gem of Saints
Well heck, i came here to post a few helpful suggestions but it seems you've finished working on it, oh well...
Been playing this mod for a few days now and just got lvl 30 (Name: phz).Really like the gameplay, especially the XP system. So I feel like paying back something.Well I can't promise when but if I find time I will sum up all commands, recipies, class info etc. in one post.Most likely in tables with different columns and colors.The only thing I would do before pausing the project is adding some optical structure ingame.So adding some colors, displaying all commands categorized and so on. Just polishing the design a bit.It is VERY messy in my opinion (though, most important thing is that everything works) and could look far nicer with so few extra work.If I were you I would also add the URL of this topic so people can check the full list outside the game.Then just ask for feedback, saying this is a completely private mod and you need some ideas as you already did.And one day. when you feel ready to add something, just think about all suggestions made here.Keep this excellent project up. Would be a shame not to host a server of this any more.
Hi there! A few weeks back I started playing on this server and got to really enjoy it, when a few days later it stopped being online. I was disappointed so I searched and found this, so I understand that the server was down because of hosting issues and what not. What I'm interested in knowing although is when can we expect this server back online? This is pretty much the only place I come to when I open up soldat, so I'd hate to see this server never come back Thank you in advance and sorry if I am bothering!