Invasion Proposed Changes

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Ph0b0s
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Instead of secret rooms there should be bases. What I mean by a base is basically a place where you're hiding behind cover, but are still vulnerable to attacks from other entrances. An idyllic base would be a fairly wide hallway with two chest high walls on each side. Attacks coming from one end of the hall still can hit people on the other end, so people have to watch each other's backs.
Sort of like the bases in the Bloodgulch map?
As for Medics, what did people think of some of my ideas? Come on. Nothing would make Medics more fun than being able to use four different Medical Weapons, each with a different teammate-helping function. And it would give Medics more stuff to put points into so they don't top-off so fast.
I agree with that, it would make medics alot more fun to play with if they can do everything in their power to prevent people from dying. I myself love to have a lucky +7 weapon so that not only do i heal them to maximum health, but also be able to spawn armor, adren, ammo, and double dmgs for them :D
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Desko
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Ph0b0s wrote: Sort of like the bases in the Bloodgulch map?
The bases on Blood Gulch are a bit more impenitrable then had in mind. The enemies have to go through a veritable maze to get to you, and it's only one or two at a time, so they get mowed down by a sea of bullets. And no one uses those bases anyway.

What I'm talking about would be something like Space Junk, but with some cover to duck behind, big enough for 2 or 3 people to shoot from. That means 4 tunnels times 5 people per tunnel (one entrance with 2 people, one entrance with 3) equals 20 people.
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Ph0b0s
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ahhh. ok, thats a good idea, but i cant wait for the insane chaos that would be happening, i would be a very busy girl XD
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DW_WailofSuicide
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Desko: Going to start making some maps?

The map issue has been a consistent thing. The trouble is, people like the maps with fast adren spawns, all the weapons given to you in a single locker, and spots where you can toss mines out with impunity.

More difficult maps require a concerted effort by high level players to vote on, and they will never match the popularity of DM-BOXCUBE_WITHADREN_ANDSAFESPOTS_PRO-V256-SE-CE-PRO.
Desko wrote:I personally think that the Double Magic modifier is fine off. My opinion.

I'm going with Cheap on this one. Weapon Masters should be given a Max Magic Modifier and a Magic +1 Modifier so they can increase the efficiency of the weapons they already have.
I don't mind the Double Magic Modifier if it's restricted from certain weapons. With +22 Vorpals, there were virtually no creatures to kill because every 6th shot is statistically going to kill a creature. With the weapon speeds as quick as they are, that's nothing.

I think DMM with Energy would need consideration as to whether we need to disallow that.

However, DMM is in other cases weaker than a Triple Damage. I would have no problem with bringing it back, because maximum efficiency dictates using the Triple anyway.
Desko wrote:As for Medics, what did people think of some of my ideas? Come on. Nothing would make Medics more fun than being able to use four different Medical Weapons, each with a different teammate-helping function. And it would give Medics more stuff to put points into so they don't top-off so fast.
I think those are pretty good ideas (responding in particular to the Protection Weapon line). The main thing I'd need to figure out with something like that is how to avoid filling up a Medic's inventory with too many artifacts.

Currently the Medic Weapon is pretty simple, you get one artifact and you spawn one weapon.

The setup that you proposed would involve checking what level of ability the character has and determining what the proper weapon to spawn is... Not hard, but a little more complicated. A second artifact may be needed for a Protector's weapon, as I'm not sure it'd be feasible to spawn one using a basic Protection weapon-spawning artifact.
Last edited by DW_WailofSuicide on Thu Sep 27, 2007 6:16 pm, edited 1 time in total.
Ph0b0s
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rofl! ive actually been swinging to more higher difficulty maps like manifest than easier ones, mainly because now they're more fun than difficult. yes, only high lvl characters can survive them, but nothing beats saving a high lvl teammate from the brink of death so that they can continue to kick ass, even if ur putting ur own life on the line to do it. i used to complain about these type of maps, but they get easier the longer u do em, and the higher the lvl u are. plus, surviving a map like that makes ya feel better afterwards :D. and the lockers? i'd rather have a scavanger hunt for the link gun any day XD
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Desko
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WailofSuicide wrote:Desko: Going to start making some maps?
Maybe, if I ever get the urge to learn how.

Desko wrote:As for Medics, what did people think of some of my ideas? Come on. Nothing would make Medics more fun than being able to use four different Medical Weapons, each with a different teammate-helping function. And it would give Medics more stuff to put points into so they don't top-off so fast.
I think those are pretty good ideas (responding in particular to the Protection Weapon line). The main thing I'd need to figure out with something like that is how to avoid filling up a Medic's inventory with too many artifacts.

Currently the Medic Weapon is pretty simple, you get one artifact and you spawn one weapon.

The setup that you proposed would involve checking what level of ability the character has and determining what the proper weapon to spawn is... Not hard, but a little more complicated. A second artifact may be needed for a Protector's weapon, as I'm not sure it'd be feasible to spawn one using a basic Protection weapon-spawning artifact.[/quote]

Even with those artifacts, it still wouldn't come close to matching the sheer amount of artifacts awarded by loaded monsters. And yeah, what I had in mind was that you would get the Protector's Weapon artifact at the last level of the skill.
When submersed in a liquid, creatures with lungs are typically unable to breathe.
Zax_Gentoo_Box
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Is it possible to rig the loaded weapons so that only the actually good ones show up. eg no lucky, quickfoot etc
I like lucky/quickfoot! What you meant was no sturdy/just regular +1/+2 (which, IMO, are the stupidest guns ever, both of them).
i would be a very busy girl XD
OMG you're a girl? I had no idea.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

What about making an artifact for WM and maybe adren masters where they can sacrifice half their health to heal someone, since the higher levels can reg health, every now and then when there is no healers, they could use that to heal another player, they just activate the artifact, and then shoot the person they want to give half their health to...

just a thought...
Tazcrosblade_
1337 Haxor
Posts: 435
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i want artifact denial more bang for my adv db buck and i would like a personal request thing





like a adren drip or regen wep it has the same affect as those skills of the same name but like rare and few in between plus lke dumbed down buz we gots a vamp wep and skill so ..... you know..... whatever


also like an anti freeze or poison wep you have it out u cant be hurt by poisin or frozen at all mabey combined into 1 wep


alos mabey a wep that regens ammo like a semi inf it resupplies all ur ammo but super when u got it out

mabey a damage reduction artifact and a 1.5 more damage artifact rolled into 1 like a weaker combo of triple and globe i dunno

a heat seaking type that has some monster atracting junk like waillord rockets like +1 is like weak +2 stronger so on and so forth

soemthign lek power jump but for weps cuz we got quickfoot and wep quickfoot so y not power jump?

thats all of my ideas for now
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
d2frob
1337 Haxor
Posts: 338
Joined: Wed Jun 20, 2007 11:00 pm

power jump = knockback shield gun :P
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