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Post by Vilde[Fin] on Aug 21, 2010 10:11:34 GMT
I just played some Hexen and thought about this and I think it could work. I hope nobody has posted/tried/anything this yet, but:
Well you all propably know that Hexen has the artifact "Dark Servant". When there is no room for the maulotaur to spawn, it will return into a pickable artifact. Would this be possible in ZDoom Wars? I.e if I try summoning an iron lich and there is no room for it, it would leave a "token" or something that looks like an iron lich and when picked up, it would give me the mana I used to spawn it. ??
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Post by Minus- on Aug 21, 2010 10:27:54 GMT
but then someone else might be able to pick it up, i guess that could be a gamble
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Post by Vilde[Fin] on Aug 21, 2010 11:58:08 GMT
Well atleast it wouldn't be so annoying anymore if a Cyberdemon or Korax didn't fit somewhere after all... ?
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Post by Vilde[Fin] on Aug 21, 2010 15:11:52 GMT
I kind of tried to mean that when you pickup the token, you will receive only mana from it.. ;D
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Post by $-$lyfox-$ on Aug 21, 2010 16:02:30 GMT
I kind of tried to mean that when you pickup the token, you will receive only mana from it.. ;D Ah, but still would be a 50/50 chance you can grab it without any other players near the battle field noticing.
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Post by Minus- on Aug 21, 2010 21:12:59 GMT
yeah thats what i mean
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Ethril
Meatshield
dood
Posts: 34
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Post by Ethril on Aug 22, 2010 19:26:31 GMT
It sounds cool, but I think I'd rather just deal with failed summons. I mean, it's one thing to lose a Cyberdemon's worth of mana. It's a completely different thing to lose a Cyberdemon's worth of mana and then have your opponent pick it up.
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Post by Minus- on Aug 22, 2010 20:20:40 GMT
yeah true, because then your fucked
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Ethril
Meatshield
dood
Posts: 34
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Post by Ethril on Aug 23, 2010 0:15:14 GMT
Instead of the full cost, if it just dropped the mana potion that it would've dropped on death, it'd be alright. Like if a hero failed to spawn, it'd spawn a red potion instead. If an imp failed to spawn, it'd spawn a green potion, etc. Completely unnecessary, though. Just gotta be careful when and where you try to spawn large units. If it's at all possible for a small flying unit to be nearby, double-check before hitting the button. Ditto for Stridicus (Stridicii?), Larvae, both kinds of Stalkers... Basically anything fast. I can't even count the number of times some asshole Larva has darted out of nowhere, blocked a spawn, and then ran off. The "failed summons" that worry me most are when the unit actually does spawn, but it's stuck over a dropoff or something. Countless Spider Masterminds, Flembominations, and Land Carriers have fallen in such a manner. Quite tragic.
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Post by Vilde[Fin] on Aug 23, 2010 3:37:39 GMT
The "failed summons" that worry me most are when the unit actually does spawn, but it's stuck over a dropoff or something. Countless Spider Masterminds, Flembominations, and Land Carriers have fallen in such a manner. Quite tragic. It is very unlucky that the bigger units can't be pushed like the smaller ones when they're stuck on an edge or so..
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Post by Minus- on Aug 23, 2010 6:14:08 GMT
I can't even count the number of times some asshole Larva has darted out of nowhere, blocked a spawn, and then ran off. ah i hear ya man, its so morbidly obese, large amount of asshole when he does that, when they do, i push them off cliffs, the cunts
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Post by evilspacetomato on Sept 3, 2010 4:24:55 GMT
3 Ideas to help with fail spawning not sure if they are possible yet.
1. Make monsters take mana once they are spawned/make projectiles refund mana if the spawn fails.
2. Give monsters the flag that allows them to walk off of tall B****ings for the first few tics so that they can fall off of anything that would have trapped them.
3. Make spawning projectiles 1 unit larger in every direction than the creature that they spawn.
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Post by Minus- on Sept 3, 2010 10:19:56 GMT
well, the point is to be careful, not make it fair
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