New solar burst style or different burst
Moderators: Moleman, Kwijibo, Luna
New solar burst style or different burst
i was thinking if ti is possible of solar canon to fire different bursts , some examples;
red burst which is slower then the yellow burst but do mroe damage if it hit you ( and possible uses mroe metal rer or other resources).
well maybe be burst that move in a zig zag way....you know creating different type of burst and solar fire patterns with each style has its own consumption.....was thinking of making cols having different defnecsive systems is kinda boring always seeing those yellow bursts firing straight ;p
or maybe solar fires a circular laser like-burst that do normal damage but fire rate will be l very slow......
well my ideas may seem farfatched but lol......
red burst which is slower then the yellow burst but do mroe damage if it hit you ( and possible uses mroe metal rer or other resources).
well maybe be burst that move in a zig zag way....you know creating different type of burst and solar fire patterns with each style has its own consumption.....was thinking of making cols having different defnecsive systems is kinda boring always seeing those yellow bursts firing straight ;p
or maybe solar fires a circular laser like-burst that do normal damage but fire rate will be l very slow......
well my ideas may seem farfatched but lol......
not all all....BLADE2 wrote:Speed and Power:
Red solar shots: slower and more powerful
Yellow solar shot: current configuration
Orange solar shots: faster but weaker
I think those would be sufficient.
the yellow burst are already fast enough...I can't imagine capping something with a faster rate...so I would go.
yellow solar shot: normal damage
normal range
maximum of 10 shooter
take out only 25 metal ore per burst
orane solar shot: more damage and slower on full military
3/4 range of the yellow burst
maximum number 8 shooter
take out different resources
red solar shot: more damage then the other 3 but even slower
2/3 range of the yellow burst
maximum number 6 shooter
take out dif resoruces
black solar shot: much mroe damage then the other 2 and fast as the red solar shot
1/2 range of the yellow burst
max num 6 shooter
take out dif resources
- Freakazoid
- Posts: 448
- Joined: Mon Feb 05, 2007 8:48 pm
- Location: Neverwhere
-
- Posts: 38
- Joined: Sun Dec 17, 2006 1:31 am
How about instant destruction and all money transfered to invadee's colony. Change drain rate: All resources 1,500 a second (if one resource gone, no solar shots at all)Freakazoid wrote:rainbow solar shot: instant account deletion
1/8 the range
maximum of 3 shooter
takes out 1000 of every resource a second
I think some of these are good, especially the red/yellow/orange version. Its simple and adds to the gameplay. My concern would be that these would be mastered quickly too, so how about some more alternatives:
Power shot: Shoots at 1/2 the rate doing say 2.5x the damage, but it also fires in an even/odd alternating pattern. Example: A 60/min 5-shot solar would fire guns 1, 3 and 5 the 1st second, guns 2 & 4 on the 2nd second, 1/3/5 again on the 3rd second, etc.
This adds a new dimension. It may be easier to dodge, but more painful when you get caught. It probably would be used with a tighter spread, so it might be used on layouts with less maneuverability or more drag, and it would change invasion tactics accordingly.
Fade shot: Has only 1/2 the range of the normal solar, but it does say 3x the damage right next to the dome and fades to 1/2 the standard damage at the end.
This would be great when the dome is close to the LZ and would otherwise be easy to capture. Invading these might require more turret removals from afar since rushing could be catastrophic. Lots of possibilities here.
Static Shot: Instead of shooting based on the enemy's vector and acceleration, shoot at the invader's current location. This can be applied to any solar format.
This would be great for domes at the end of long paths and would change the solar dancing strategy.
As with all research ideas, please don't focus on the numbers like "2.5x damage", numbers can be tweaked - the concept is the more important part.
Power shot: Shoots at 1/2 the rate doing say 2.5x the damage, but it also fires in an even/odd alternating pattern. Example: A 60/min 5-shot solar would fire guns 1, 3 and 5 the 1st second, guns 2 & 4 on the 2nd second, 1/3/5 again on the 3rd second, etc.
This adds a new dimension. It may be easier to dodge, but more painful when you get caught. It probably would be used with a tighter spread, so it might be used on layouts with less maneuverability or more drag, and it would change invasion tactics accordingly.
Fade shot: Has only 1/2 the range of the normal solar, but it does say 3x the damage right next to the dome and fades to 1/2 the standard damage at the end.
This would be great when the dome is close to the LZ and would otherwise be easy to capture. Invading these might require more turret removals from afar since rushing could be catastrophic. Lots of possibilities here.
Static Shot: Instead of shooting based on the enemy's vector and acceleration, shoot at the invader's current location. This can be applied to any solar format.
This would be great for domes at the end of long paths and would change the solar dancing strategy.
As with all research ideas, please don't focus on the numbers like "2.5x damage", numbers can be tweaked - the concept is the more important part.
- Cheesy
- Posts: 1698
- Joined: Fri Aug 24, 2007 2:40 am
- Location: Classified (hiding from the aliens)
- Contact:
yellow: standard max shot 10
Red: slowers but stronger max shot 8
orange: weaker faster less energy damage max shot 12
green: slightly weaker slightly slower but very large max shot 6
cyan: slower can reach out and hit u with a pulse or attack u like a grav max shot 6
purple: small but same attributes as yellows max shot 14
blue: they go nuts in all directions same attributes as yellow max shot 8
white: they tend 2 cluster as they move for example they start out like yellow but as their range grows their spead shrinks and they form a line max shot 10
black: opposite or white they spead away from eachother max shot 12
rainbow: instead of a shot its a wobbly hellbore thats rainbow
Red: slowers but stronger max shot 8
orange: weaker faster less energy damage max shot 12
green: slightly weaker slightly slower but very large max shot 6
cyan: slower can reach out and hit u with a pulse or attack u like a grav max shot 6
purple: small but same attributes as yellows max shot 14
blue: they go nuts in all directions same attributes as yellow max shot 8
white: they tend 2 cluster as they move for example they start out like yellow but as their range grows their spead shrinks and they form a line max shot 10
black: opposite or white they spead away from eachother max shot 12
rainbow: instead of a shot its a wobbly hellbore thats rainbow