Creeper World 3 Suggestions Initiative

Mr.H · 113168

Mr.H

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on: May 04, 2012, 12:51:48 am
Welcome one and all :D ,

Still being maintained by Mr.H despite the closure, I will be maintaining the OP with the ideas of the new thread.
Last updated 15/12/2012

This is Mr.H back from his long break and ready to come head to head with the upcoming CW3 by the god-like virgil! To make it easier on him I thought we could make a mega thread filled with suggestions only for CW3, I would then compile them all into the OP and virgil has an easily accesible HQ for ideas :) . It would also help us inject our various imaginations to create the ultimate experience! So put on your thinking caps and suggest anything!

If you've already made a suggestion you can provide the link to your thread and I'll compile it in, otherwise though please leave a nice reply right here and I'll link to the post and put the details in a spoiler along with a easily visible title. Please refrain from leaving any replies other then suggestions for the game unless absolutely necessary, cheers ;) .

I've allready begun compiling ideas from the comments :D .

Idea List:


Unit:

1. Repair Bots
(click to show/hide)
2. Mini-thor
(click to show/hide)
3. Carrier
(click to show/hide)
4. Transport
(click to show/hide)
5. Creeper Sponge
(click to show/hide)
6. Emitter Turner
(click to show/hide)
7. Lurer
(click to show/hide)
8. Freezing Tower
(click to show/hide)
9. Repulsor Shield
(click to show/hide)
10. Shieldwall (Freya)
(click to show/hide)
11. Driver(ram)
(click to show/hide)
12. Torpedo-O-AntiCreeper
(click to show/hide)
13. Leech new
(click to show/hide)
14. Snippey Confirmed
(click to show/hide)
15. Follicor Charger New
(click to show/hide)


Enemy:

1. Variable Emitters
(click to show/hide)
2. Fields
(click to show/hide)
3. Conditional Fields
(click to show/hide)
4. Advanced Spore
(click to show/hide)
5. Meteors
(click to show/hide)
6. Anti-air creep
(click to show/hide)
7. Dormant Emitter
(click to show/hide)
8. Slow Zones
(click to show/hide)
9. The worm
(click to show/hide)
10. Burst Emitters
(click to show/hide)
11. Spore Guardian
(click to show/hide)
12. Mobile Anti-Air
(click to show/hide)
13. Spore bomber
(click to show/hide)

Digitalis:

1. Digitalis Refinery
(click to show/hide)
2.Digitalis Anti-Air Tower
(click to show/hide)
3.Digitalis Mortar
(click to show/hide)
4. Digitalis Bridge
(click to show/hide)

Titans:
1. Creeper Eater(hel):
(click to show/hide)
2. MIRV(katyusha)
(click to show/hide)
3. Space Elevator
(click to show/hide)
4.  AC Beetle
(click to show/hide)
5. Disruptor Pulsar new
(click to show/hide)
Tech:

1. A-Creeper Mines
(click to show/hide)
2. AntiCreeper Cannon
(click to show/hide)
3. AntiCreeper Reserves
(click to show/hide)
4. Emitter Converter
(click to show/hide)
5. Prototypes New
(click to show/hide)

Buildings:

1. Shield GeneratorCONFIRMED!
(click to show/hide)
2. Farm
(click to show/hide)
3. Radar
(click to show/hide)

Economy:

1. Progressive Costs
(click to show/hide)
2. Low ground Energy Increase+
(click to show/hide)
3. Resource managment
(click to show/hide)
4. Formations
(click to show/hide)
5. Additional Resources
(click to show/hide)
6. ToggleAble Relays
(click to show/hide)
7. Limited Relays
(click to show/hide)

(anti)Creeper:
1. Buried Emitters
(click to show/hide)
2. Creeper Mist Recommended Read
(click to show/hide)
3. Targetable Sprayers New
(click to show/hide)



Orbit:

1. Orbital Cannon
(click to show/hide)
2. Orbital Buffs
(click to show/hide)
3. Kamikaze Turrets
(click to show/hide)
4. Emergency Supplies
(click to show/hide)
5. Global Orders
(click to show/hide)
6. Orbital Bomb
(click to show/hide)

Special:

1. Campaign Between Mission Interface
(click to show/hide)
2. Unit Limitations
(click to show/hide)
3. Multiplayer
(click to show/hide)
4. Overview Merge, side-scroll+ top down view
(click to show/hide)
5. Expanded Modability And Customisation
(click to show/hide)
6. Nightmode
(click to show/hide)
7. Colours
(click to show/hide)
8. Experimental Workshop
(click to show/hide)
9. Modding parameter editing
(click to show/hide)
10. Slopes, smooth terrain levels..
(click to show/hide)
11. Terrain Events
(click to show/hide)
12. Triggers
(click to show/hide)
13. Increasing weapon load via pick-ups
(click to show/hide)
14. Music Expansion
(click to show/hide)
15. Bertha Control
(click to show/hide)
16. Advanced Options
(click to show/hide)
17. Nature/Life new
(click to show/hide)
18. Waypoint Aircraft new
(click to show/hide)

Terrain

1. Terrain Levels
(click to show/hide)
2. Terrain Types
(click to show/hide)
3. Terrain Structures
(click to show/hide)
4. Terrain decoration
(click to show/hide)
5. Decayable Terrain
(click to show/hide)
6. Decayable Tera-Terrain
(click to show/hide)
7. Harmful Terrain new
(click to show/hide)

Game/Mission Types:

1. Protection
(click to show/hide)

2. Skirmish
(click to show/hide)

3. Containment
(click to show/hide)

4. Space Battle
(click to show/hide)

You don't have to follow this format but it'll make it look more organised:
Title: (name of idea here)
Author: (your name here, optional)
Type: (unit,enemy, tech, building, economy, (Anti)creeper, orbit, special,terrain)
Desc: (description of idea here)
« Last Edit: December 15, 2012, 03:54:14 pm by Mr.H »

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Wheatmidge

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Reply #1 on: May 04, 2012, 02:28:52 am
One thing I would like to suggest: Virgil commented on his blog that he was considering giving more energy from collectors on high ground, but I think it would be more interesting to have collectors on low ground give more energy. This would convince players to have a risk/benefit analysis of trying to control the low ground instead of always building on top of a hill.



Mr.H

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Reply #2 on: May 04, 2012, 02:44:28 am
One thing I would like to suggest: Virgil commented on his blog that he was considering giving more energy from collectors on high ground, but I think it would be more interesting to have collectors on low ground give more energy. This would convince players to have a risk/benefit analysis of trying to control the low ground instead of always building on top of a hill.
Thanks added it under the economics category ;) . Also added a new 'nightmode' suggestion under special.
« Last Edit: May 04, 2012, 02:49:33 am by Mr.H »

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Karsten75

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Reply #3 on: May 04, 2012, 10:18:54 am

'If you want to live a happy life, tie it to a goal, not to people or things.'

Albert Einstein
(1879-1955)


Mr.H

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Reply #4 on: May 04, 2012, 08:28:01 pm
http://knucklecracker.com/forums/index.php?topic=9252.0
... I failed epicly D: . BUt that one only covers UI and keymapping, this covers everything :D

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kevinz000

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Reply #5 on: May 07, 2012, 01:04:26 am
i agree with multiplayer...but please have a central server WITH option for ur own server
weapons:laser cannon:shoots a laser beam that penetrates the creeper,STRONG,uses ALOT of energy(like 40/second) fire by selecting it and clicking fire mode...after done click exit. AC laser:a laser that carries anti creeper in the beam..on contact with a wall or creeper it will release the anticreeper... good for a anticreeper flood after using laser. on contact it releases 10k-100k anticreeper per second. you can adjust the ac per second but need to upgrade first to allow more ac volume.both lasers speed of light so when u fire it arrives and contacts instantly!
anticreeper pipes:the pipeline virglw was making
creeper pipes:special pipeline that allows u to manipulate creeper! theres has to be a storage tank connected to work. and a emergency dumping place because storage tank can only hold creeper for 1 minutes at a time.
creeper vaccum laser: fire a beam that can hold 10k-100k creeper at a time(adjustable and upgradable just like AC laser) and inject it into creeper pipelines and into a storage tank
emergency creeper inject laser(ECIL): instead of dumping creeper to emergency dump place it fires it in a ONE TIME AIM ONLY laser that will dump it on contact with WALLS ONLY
anti creeper synth:uses 100 energy/10k anticreeper to synithise anticreeper when ore runs out - LAST RESORT OPTION WILL DRAIN ENERGY BADLY - to store in a tank.



Mr.H

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Reply #6 on: May 08, 2012, 08:56:26 pm
i agree with multiplayer...but please have a central server WITH option for ur own server
weapons:laser cannon:shoots a laser beam that penetrates the creeper,STRONG,uses ALOT of energy(like 40/second) fire by selecting it and clicking fire mode...after done click exit. AC laser:a laser that carries anti creeper in the beam..on contact with a wall or creeper it will release the anticreeper... good for a anticreeper flood after using laser. on contact it releases 10k-100k anticreeper per second. you can adjust the ac per second but need to upgrade first to allow more ac volume.both lasers speed of light so when u fire it arrives and contacts instantly!
anticreeper pipes:the pipeline virglw was making
creeper pipes:special pipeline that allows u to manipulate creeper! theres has to be a storage tank connected to work. and a emergency dumping place because storage tank can only hold creeper for 1 minutes at a time.
creeper vaccum laser: fire a beam that can hold 10k-100k creeper at a time(adjustable and upgradable just like AC laser) and inject it into creeper pipelines and into a storage tank
emergency creeper inject laser(ECIL): instead of dumping creeper to emergency dump place it fires it in a ONE TIME AIM ONLY laser that will dump it on contact with WALLS ONLY
anti creeper synth:uses 100 energy/10k anticreeper to synithise anticreeper when ore runs out - LAST RESORT OPTION WILL DRAIN ENERGY BADLY - to store in a tank.


Those lasers sound kina overpowered, like the dark beam in CW2 which pretty much unbalanced the game(unless you didn't use it ofcourse). Creeper pipes have allready been confirmed and invented by virgil ;) .

also added fields,confurable fiels, and variable emitters to enemy list.
« Last Edit: May 08, 2012, 09:10:06 pm by Mr.H »

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2b3o4o

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Reply #7 on: May 08, 2012, 10:10:26 pm
You can remove the fields; Virgil already confirmed them.



Mr.H

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Reply #8 on: May 11, 2012, 02:13:47 am
You can remove the fields; Virgil already confirmed them.

True but there are points under it not confirmed, in CW2 there was an option to see fields in-game. Maybe we can have a structure/unit that detects fields. Conditional fields also haven't been confirmed, and those would be awesome :)

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tornado

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Reply #9 on: May 16, 2012, 02:41:01 pm
sorry for writing to you like this but backspace dose not work on hot mail
my nae is isaac. i hav played your games and wold sugest that you make a game 3.
i have thought of ideas for this.
my list of ideas is simple.it gose as folows:
tecnology to create wepon that use anti creaper.such as emiters gatways and nexi
also dark beamdos ot harm anything that helps you and travels thogh micro rifts
also i can give you a new reactor desine and am thinkig of mixing dark beam and thor

pleas write back to this aderes

[Deleted address]
or send tothis email acount
 i would like to dicus further but this is all i have to send
from tor nado
« Last Edit: May 17, 2012, 12:29:38 pm by virgilw »

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Michionlion

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Reply #10 on: May 16, 2012, 03:03:06 pm
...... wat?

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knucracker

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Reply #11 on: May 17, 2012, 12:32:08 pm
Hi Tornado,
Please don't include a physical or email address in any post you make.  You want to make sure to keep your private information off public boards like this one.  People will respond to your posts here, or they can send you private messages on this board.

Good news regarding Anti Creeper.  I do intend to have weapons that use Anti Creeper.



CobraKill

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Reply #12 on: May 17, 2012, 06:04:26 pm
The map and the command nodes symmetrical so
I can perfectly symmetrical maps.

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knucracker

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Reply #13 on: May 18, 2012, 09:11:33 am
Units are always an odd number of cells wide and tall.  3,5,7 etc.  Maps can be variable width and height... So you should be able to make the map however you like.



Link327

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Reply #14 on: May 19, 2012, 04:46:07 pm
So, I've done these suggestions before, i just wanted to make them official.

1.)
"Mini-Thor"
"Link327"
"Unit"
"It is like the THOR in CW1, just a very weakened version. It contains maybe 2 pulse cannons a, mortar, maybe one SAM-like weapon, so Anti-Air stuff. Not a weapon just cleaning whole battlefield in a second, but a flying unit, able to fire while flying, and, more important, it takes damage when flying over Creeper."
2.)
"Carrier"
"Link327"
"Unit"
"This Unit has place for some weapons u can put on it. The Carrier will lift them up into the air, enabling them to fire at higher layers if they had such limitations before, maybe allowing them to fire further, and they can fire while the Carrier is flying. also the carrier, even if he's flying, takes dmg for flying over Creeper. The Weapons will still all need their own energy, so that energy will flow to the Carrier, which "maybe" is even able to store energy which is been used to fuel the weapons for a while when being disconnected from the network."
3.)
"(Spore)"
"Link327"
"Enemy"
"Actually, the spores from CW1. But i would like to see them doing following: they follow (pursue) Flying Units, heavily damaging them if not killed. Can also attack drones, and the both Suggestions I've done before. So an Anti-Air Weapon of the Creeper. It does not need to be a spore, just some kind of Anti-Air weapon, i don't have a plan how it shall look like. The Creeper can build them on the battlefield, they build it and fire it to destroy Flying Units in range. Like the SAM we've had in CW1."

Link327