Knuckle Cracker

Creeper World 4 => Pre-release chatter => Topic started by: chwooly on October 21, 2017, 11:00:06 AM

Title: Mortars, nullifiers, and other addendums
Post by: chwooly on October 21, 2017, 11:00:06 AM
Since Mortars create waves now, 1 thing I would like would be a way to reduce their range, So say a mortar's range is 25 pixels, I would like to be able to be able to reduce that to between say 10 – 25 pixels. The mechanic might be tied into the mouse wheel and also allow a default range setting on build that you can change. I think this would be helpful especially if you continue with using the forge and aether or have some other way to increase range.

As to capping the emitters instead of destroying them, that might be a tech upgrade that you have to research or even make a tech upgrade where the emitter is converted to anti creeper for as long as you have a nullifier powered and targeting an emitter.

Cheers
Title: Re: Mortars, nullifiers, and other addendums
Post by: Sorrontis on October 21, 2017, 12:35:11 PM
Quote from: chwooly on October 21, 2017, 11:00:06 AM
Since Mortars create waves now, 1 thing I would like would be a way to reduce their range, So say a mortar's range is 25 pixels, I would like to be able to be able to reduce that to between say 10 – 25 pixels. The mechanic might be tied into the mouse wheel and also allow a default range setting on build that you can change. I think this would be helpful especially if you continue with using the forge and aether or have some other way to increase range.

It could always be a slider within the unit control panel ( beside the shoot at X priority selection).

Quote from: chwooly on October 21, 2017, 11:00:06 AM
As to capping the emitters instead of destroying them, that might be a tech upgrade that you have to research or even make a tech upgrade where the emitter is converted to anti creeper for as long as you have a nullifier powered and targeting an emitter.

That would be interesting.
Title: Re: Mortars, nullifiers, and other addendums
Post by: FOXX on October 22, 2017, 11:18:59 AM
Quote from: chwooly on October 21, 2017, 11:00:06 AM
........
As to capping the emitters instead of destroying them, that might be a tech upgrade that you have to research or even make a tech upgrade where the emitter is converted to anti creeper for as long as you have a nullifier powered and targeting an emitter.

capping [or capturing] emitters could also be a win condition for Custom Maps.
so instead of destroying Emitters you need to capture all emitters and pay attention they stay Captured.
Title: Re: Mortars, nullifiers, and other addendums
Post by: GoodMorning on October 22, 2017, 04:56:33 PM
And then planetfall will make one that needs three Nullifiers, and I will build one that makes them work like PF Totems, and Sorrontis will cause every capped Emitter to double the output of the remainder.

... not that I'm planning it yet or putting words in others mouths.
Title: Re: Mortars, nullifiers, and other addendums
Post by: FOXX on October 22, 2017, 05:49:44 PM
Nice ideas :)
Title: Re: Mortars, nullifiers, and other addendums
Post by: Sorrontis on October 22, 2017, 06:10:07 PM
Quote from: GoodMorning on October 22, 2017, 04:56:33 PM
...Sorrontis will cause every capped Emitter to double the output of the remainder...

I'm not even going to lie... this was the first thing I thought about when I saw the capping of emitters. Now you're thinking with evil.
Title: Re: Mortars, nullifiers, and other addendums
Post by: GoodMorning on October 22, 2017, 07:42:45 PM
Thinking with ...

...evil?
..portals?
...mad science?
...sorcerous powers yet unknown in this reality?

If you answered yes to all of the above; welcome!

Nothing bad could come of this combination, surely?