Staredit Network

Staredit Network -> Concepts -> Diffrent RPG concept?
Report, edit, etc...Posted by Oni-Sei on 2005-01-24 at 19:20:11
ok so i was thinking and watching an Anime at the same time(wow multi tasking!)

and then i got this idea if in a RPG after a certn amount of kills a player has to go back to town and repair their wepon for either running out of ammo it breaks or gets dull

(note the unit would change or special triggering would make them stop attacking)(but if the unit chnaged they could still attack)

Report, edit, etc...Posted by Mp)3 on 2005-01-24 at 19:34:09
Yeah, that could work. You could modify what we know as a common ammo system and change it to a repair.
Report, edit, etc...Posted by Oni-Sei on 2005-01-24 at 19:47:43
and like it could either be counted by gas money or units

like 25 gas makes your wepon change

money the same

Units in a location and when repaired kills the set amount (note if person kills more than they should it would set for next wepon dmg set so that would have to be over taken with a kill all trigger)

and they have te options to make their wepon stronger(upgrading) or getting a whoal new wepon(new unit)

it would take a while to get a hang of it but very easy
Report, edit, etc...Posted by ChaosRyder on 2005-01-25 at 08:20:04
It's the exact same thing as ammo system, that you go back to a village or something to buy more, instead. You get it repared.
Report, edit, etc...Posted by Illusion on 2005-01-25 at 08:53:08
Well not exactly because it will say repair and not ammo!
Report, edit, etc...Posted by Oni-Sei on 2005-01-25 at 21:06:28
well not exactly because it would switch units like from hero version to normal version being weaker slower and diffrent names like

Shadow Warrior(sharp)
Shadow Warrior(dull)
Report, edit, etc...Posted by axblader on 2005-01-27 at 21:06:29
thats very ez to make actually!
lie kthis

evefytime you kill(same as ammo) you would subtract 1 mineral or gas, right?
so instead you get like....what...2 switches(4 chances, and set a death for a unit thats not ganan die, so the truigegr wont fire even when your not shooting)
then u randomize em and so you have a 1/4 chance of weapon taknig damage. then you could use death counters as your weapon hp. like 100 hp(lets say...starport deaths). when it reaches 0 you se t the emies to allies, and since u technicalyl cant realyl stop them frm shooting, just put "weapon broken....will have to shoto manually" biggrin.gif


and when you switch weapons(i made an RPG on it) you save it as deaths.

so lets say your weapon has 50 damage, thast 50 deaths right? so there...ez each weapon has its own diferent death...so when you switch...your weapon is the same hp.also in the beginnig you shoudl set the ammo and hp to different...itll take a while.(liek say flame gun has 10 hp while machine gun has 20(so its liek 10 for barracks and 20 for starport) its a long process especially if u have 6 players!

there.,..im tired of typing...l8er all tongue.gif
Report, edit, etc...Posted by Oni-Sei on 2005-01-27 at 23:59:19
well yea all of that was obvious but thanks for telling me in deapth i guess i wasnet the first person to come up with this sad.gif
Report, edit, etc...Posted by axblader on 2005-01-28 at 12:38:27
oh darn! i thought it was original! but that "saves" it...so every time you switch itll still hav the same hp.

unless you already thought of that?
Report, edit, etc...Posted by Oni-Sei on 2005-01-29 at 17:52:55
i would probably try to do something like every time they have a unit (wepon) upgrade their unit would change and possable the HP on the Dull unit also
Report, edit, etc...Posted by dust_core on 2005-02-02 at 07:36:57
I think that your concept can be quite impossible.
My questions are:
1. How can the trigger track a units ammo?
2. How will it stop on attacking?
3. How will the trigger know if a unit is low or out of ammo?
Report, edit, etc...Posted by LethaL on 2005-02-02 at 08:25:55
Dust Core, there's tutorials on almost everything, you should read them some time. happy.gif

Say Gas was your Ammo.
Everytime you kill a unit, subtract 1 gas.
When you have 0 Gas, set enemy player to Ally.
When you're allied to it, you can't attack (but the enemy can).

This all works assuming that your guy has 1 hit kill.
1 'shot' = 1 'ammo' spent = 1 kill = -1 gas.

If you're still confused, check the tutorial Here
Report, edit, etc...Posted by mobomojo on 2005-02-02 at 16:57:38
Well Dust Core, its not that theyre tracking the actual amount of ammo. Rather, its going by the concept that one kill = one ammo used. Thats for the basic ammo system. More complexed and advanced system have different types of ammos that could inflict more damage (or splash, etc).
Report, edit, etc...Posted by Oni-Sei on 2005-02-02 at 20:11:11
yes so either it would be a weak unit 1 hit kill or a strong unit that subtracts like 5 you have to think about hteys things

and the Ammo has been done and maby possable to make special bulets like i dunno werid ones with super power(this would make a new unit with a new gun)(and then like werid stuff im too tired)
Report, edit, etc...Posted by Oni-Sei on 2005-02-05 at 02:05:44
ok new concpt that might be out or might not(who knows)

well i was playing around in my map and i decided it would be a cool effect if a unit appeard right aftre 4 nukes hit where he was (its possable!)

all i did was make it so when 4 nukes approach that spot they wait for a few milis(havent gotten it 100% correct yet) then the unit is mad w/o dmg

i put this here because i dont want to flood the forum full of concept ideas

it was a random ness so yea
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