Zeppelin/Ultra slow, Ultra powerful transportation?

What's working? What isn't? What could be improved? Let's hear your ideas on how to improve AGR, and try to achieve .. perfection.
OneManClan
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Posts: 298
Joined: Tue Feb 15, 2011 4:30 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by OneManClan »

Update:

Battletank moves faster (big maps here we come!)

BUT!

If damaged, you pause for a couple of seconds.

I also made him immune to conc, disease, grapple, um.. heaps of stuff! :)

OneManClan
Site Admin
Posts: 298
Joined: Tue Feb 15, 2011 4:30 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by OneManClan »

I've made a vid, and emailed everyone, so everyone (who bothers reading) will know wtf is going on.

https://www.attackersgored.com/?p=3463

I've made heaps of adjustments, but I still consider it a wip, so, I've set it to 'Saturdays only'.

feedback welcome!

OneManClan
Site Admin
Posts: 298
Joined: Tue Feb 15, 2011 4:30 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by OneManClan »

I'm revisiting this (after 2 years!?), because currently I find it roo frustrating to use.

Cloud says its too slow.. and I tend to agree. (Maybe it would be worth it if it was tougher..)
Also, you can only face where you are moving, and this makes fighting people really difficult/annoying and unfun.

Options:
Make it tougher
Make it faster
Change the way it moves.

It would be nice to keep moving in a straight line while shooting in any direction.. not sure how the controls would/should work..

Jonan
Posts: 353
Joined: Wed Nov 27, 2013 7:51 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by Jonan »

Faster would already be tougher.

OneManClan
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Posts: 298
Joined: Tue Feb 15, 2011 4:30 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by OneManClan »

Jonan wrote:
Tue Aug 29, 2023 2:17 pm
Faster would already be tougher.
True. Ok, so here's the current/latest situation:

1. I took out the "you can only shoot where you are facing" code. Too frustrating, and unfun. So, you can move in one direction, while shooting in another direction (ie just like a regular player).

2. I increased the 'starting speed'. You still start off slowish, but your speed increases, so that travelling from respawn to the enemy base doesn't take so long (which is especially a problem w big maps). You can also bunnyhop to increase speed

3. Each and every time you get damaged (a certain amount), your speed DROPS back to the (SLOW!) starting speed, and you can't bunnyhop for a while (iirc 10 seconds ish?). Speed slowly starts increasing again, until you get damaged again.

4. I increased the health, and autoheal is permanently on.

I played this (updated) battletank on z7 a few weeks ago and it was fantastic. Travelling to the enemy base didn't take so long, however once I got to the 'battlezone', every time I got damaged, I was regularly almost immobile. Also the cluster rocket reload took a while (feels like ages in the heat of battle) between each shot, so even though I survived for ages (and was being healed), it felt 'fair'.

It's an exciting feeling to be in the enemy base, under attack, and feeling a weird combination of Super Hard To Kill, and yet vulnerable/helpless. Everything is a work in progress, so I look forward to your opinions/feedback!!

ripednail
Posts: 24
Joined: Sun Feb 15, 2015 2:35 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by ripednail »

I personally don't like having to kill the battle tank

OneManClan
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Posts: 298
Joined: Tue Feb 15, 2011 4:30 pm

Re: Zeppelin/Ultra slow, Ultra powerful transportation?

Post by OneManClan »

ripednail wrote:
Tue Jul 09, 2024 10:24 am
I personally don't like having to kill the battle tank
I agree.

I think the problem is that Blue aren't getting a (well deserved) "break", between BT attacks. The 'penalty' for all that power was supposed to be SLOWNESS. But people started Bunnyhopping with the BT. Although it looks ridiculous, I've let it go, because I was concerned that it too 'too long' for a BT to get from spawn to the Blue base, particularly on the bigger maps. But currently, I don't like that (after all that effort of killing one), a BT can respawn and reappear at the Blue base within 30 seconds.

I'm not sure what to do about this. I don't want to weaken the BT because its' 'toughness' is the whole point.

Options:
1. disable bunnyhopping completely
2. make every single jump add to respawn time
3. make every single jump reduce armour
4. make the BTs armour take a while (eg 5 minutes) to 'build up' to max'. So you can BH (and get there quick), but you'll be weak, OR:
5. Make the BTs armour 'activate' after eg 5 minutes.
6. The BT can't shoot for 5 minutes.
7. Disable BHing if the BT gets *any* damage. so BHing can ONLY be used to travel to the blue base.
8 <insert your idea here>

Of course certain people who have been LOVING the current BT situation will complain, but hey .. I'm happy to them to decide what the 'nerf' should be. Also, to compensate, we can always talk making the BT *tougher*. For example, give the BT the (once per spawn) option to do an emergency turtle for 60(?) seconds. ie they can activate some kind of temporary 'invisibility shield'(?), but they can't move or shoot

This is all up to discussion, so I welcome feedback from all interested parties.

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