#1
Posted November 14 2013 - 03:51 PM
Ordinary maps are not suitable, because AA is going to interfere walking.
the basic idea of the siege is not changed. collect EU, launching hexapod (i call it Juggernaut).
Juggernaut is similar to the ship moves forward, shoots himself in front of the machine guns. After reaching a specific point, he "becomes in siege mode." In this mode, it attacks the base of the rocket launcher on his back. When it was launched two hexapod at the same time, they also duel like ships. Between legs of the hexapod can walk, but he may have accidentally crushed, when his foot touches you.
What is the meaning_
- the Juggernaut "rear/back" (as the ship from the bottom) - the motor is located. One team must destroy the engine, the second of his guards.
In some ways, it Siege+VIP person.
i think it maybe interesting, and simple to realize (i mean, for devs) need only create juggernaut 3D model =). in fact - it is as if the new "Skin" for the Siege mode
p.s. art is plagiarism. it is converted hexapod from TAU Empire.
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#3
Posted November 14 2013 - 09:47 PM
Quote
also just in case i will add: I don't propose to add a new game mode =)
Imagine that we have some new map, let's say - "DownTown". You play mode siege on Origin, then Facility, and then maps rotation changes on "DownTown". You continue to play in the siege, just instead of battleship in your game will be hexapod.
Edited by nepacaka, November 14 2013 - 09:47 PM.
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#4
Posted November 15 2013 - 04:30 AM
For a moment I also imagined that we can launch AT-AT on the enemy base!
And of course, after one or two launches, Vulcan turrets become Hellfire turrets, like for the mothership.
But this siege weapon will require a fairly flat map, with wide open spaces to circulate properly, which will become surely a paradise for snipers.
#5
Posted January 07 2014 - 01:27 AM
1) Cards have to be certainly new, to start two/three cards has to suffice. As to do the card with a zone of direct visibility of two bases, opposite to each other, unreasonably. That the route of movement AT-AT has to be S-shaped. The card has to remind rather a canyon, with big height differences. The point of AA is displaced from the center so that passing by AT-AT could fire on it. Thus it is possible to add two more points of mini-AA, something like tourist's fir-trees which would open fire on AT-AT in a zone of direct visibility and limited range of tools. At mini-AA to balance fire power so that they caused a loss approximately in a quarter/a third (totally for all the time to pass necessary AT-AT by) of the size of armor of the second started AT-AT.
2) Cards 50% more than now.
3) By target for fire at AT-AT, it is impossible to do only back part at the engine. It will at once reduce balance between two teams at fight about AT-AT. Remember about the ship, attack of the ship is available from many points on cards.
AT-AT has to have two weak spots:
- the head part, in front is more strongly armor (receives less loss)
- the back part with the engine, at attack to it receives a loss 3 times bigger than at attack in head part.
Mines shouldn't influence feet (as well as health) AT-AT left players on the earth on a route of its following in any way.
AT-AT moves at a slow pace and consequently at foot movement any fur will be destroyed if it appears in a circle outlined by the hologram round foot foot (like as round AA).
4) AT-AT also as well as the ship with each level has to raise the maximum stock of health and improve arms (to raise a loss and armor at tourist's fir-trees established on AT-AT).
PROMT Edition .
#6
Posted January 07 2014 - 01:56 AM
#7
Posted January 07 2014 - 04:52 AM
#8
Posted August 04 2014 - 09:46 AM
https://m.youtube.co...h_v=W-wPVkCmcpc
#9
Posted August 04 2014 - 09:49 AM
Quote
Quote
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#10
Posted August 05 2014 - 04:42 AM
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#11
Posted August 26 2014 - 10:27 AM
Cheers,
CapAllan
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