Murnatan
Community => Discussion => Topic started by: denton on December 13, 2012, 09:08:14 PM
-
will there be grangers and hovels???
-
Yes:
(http://www.tremulous2.com/images/media/aliens.jpg)
-
I will now be playing your game. Grangers for life!
-
EXCELLENT BUT I JUST WANT TO CONFIRM IT
THERE WILL BE HOVELS YES? IF SO I LOVE YOU
-
EXCELLENT BUT I JUST WANT TO CONFIRM IT
THERE WILL BE HOVELS YES? IF SO I LOVE YOU
YES BABE :-* :-*
-
Make "Hovels" a main feature in the FAQ/Home page
-
Hovels were only good for blocking luci-jumpers in ATCS (because they were free)
They're like the rocks left behind after an egg blows up in 1.2. Nice to shoot at them for an extra ~3 score.
-
that is one cruel way of looking at it
but when you think about it whenever you murder a hovel you are making another granger homeless.
THINK ABOUT IT
-
that is one cruel way of looking at it
but when you think about it whenever you murder a hovel you are making another granger homeless.
THINK ABOUT IT
Yes, I'm also thinking of the fact that some noob will run into it. Then no other grangers can use it. I'm also thinking of it not being able to be deconned because someone is in there.
Only one granger in one Hovel, watching him troll away.
-
I honestly forgot that hovels were in the game until this thread reminded me of them.
I'm not sure about gameplay in 1.2, but in 1.1, they're completely useless as far as I've ever seen.
-
I'm not sure about gameplay in 1.2, but in 1.1, they're completely useless as far as I've ever seen.
Hovel was removed from 1.2
And yes it was useless aside from one critical lucijump spot in ATCS :D
-
I'm not sure about gameplay in 1.2, but in 1.1, they're completely useless as far as I've ever seen.
Hovel was erased from existance from 1.2 except the "ghost asset" that comes with trem
And yes it was useless aside from one critical lucijump spot in ATCS :D
What (s)he said. In my opionion, the original developers hadn't figured out how to fix the hovel glitch despite many existing trem mods out there with hovel fixes. Then again, i'll be contradicting myself as lakitu7 had it in his qvm, and he's a developer.
-
Hovels were useless in 1.1
However, there are a number of ways to make hovels useful in this new game.
Examples:
Double build timer countdown speed to the granger in the hovel
Increased healing regen in the hovel
Hovels could spawn grangers (Making them essentially an egg for grangers only)
Make hovel invisible/hard to see
etc
-
Examples:
1) Double build timer countdown speed to the granger in the hovel
2) Increased healing regen in the hovel
3) Hovels could spawn grangers (Making them essentially an egg for grangers only)
4) Make hovel invisible/hard to see
etc
1) Double-thumbs up
2) Doable, but we already have a booster and aliens already have health advantage.
3) ...Why???
4) Seeing as it is supposed to be "safe for grangers", why not? Then, you could actually make the huge spikes on the outside do some damage to humans.
-
3) ...Why???
My reasoning is that on public servers, when the overmind dies/base is dying, you have a ton of noobs spawning as dretches and clogging up the spawn queue, basically a hovel egg would make sure at least one granger can spawn and rebuild.
Anyways, these are just a number of suggestions that can be used to make the hovel into a useful building, I would only recommend selecting one of them for implementation though.
-
1) Double-thumbs up
2) Doable, but we already have a booster and aliens already have health advantage.
3) ...Why???
4) Seeing as it is supposed to be "safe for grangers", why not? Then, you could actually make the huge spikes on the outside do some damage to humans.
[/quote]
The idea is really cool so hey better find a way to give the human team an advantage as well, now you can make a new topic to think of ideas to give humans an advantage as well ;)
-
The simplest way to give a hovel more use is to make hovels a short range teleport and safe place for grangers. (Give human builders something similar.) Granger goes in one end and pops out the other in the next room over.
I dont suppose it will be game breaking or will even unbalance the game in any way, plus it adds some use.
-
I agree, adding a teleport builing for humans with a very limited range would be a really good idea.
-
I know that NS2 has a teleport for humans, but thanks to trems building style I think a short range one would be better then a long range one. It would be terrible for humans to build behind your base and teleport behind you. Yes, its flanking and whatever, but it would annoy most players I feel.