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Team: Eminence Front
Main: Eurus
Level: 2330
Class: Shield Monkey

Joined: Fri Aug 14, 2009 5:27 pm
Post Earthforce Juggernaut
I was thinking about ubers and how they (usually) do most of the dps in a level... hence the Juggernaut was born.

Now make it launch EFDN (fighters that launch fighters), 5 random tier 1 fighters every second, 6 tier 2 every 10 seconds and 10 tier 3 every minute.

Basically just an overwhelming wave of fighters + some huge AP missiles.

We can throw it somewhere and staple on the appropriate tech level/content.

Now go! Fighter based uber.

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Sun Mar 25, 2012 10:35 am
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Earthforce Juggernaut
I assume you have already met and soloed Arby with your FC?


Sun Mar 25, 2012 12:02 pm
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Team: Eminence Front
Main: Eurus
Level: 2330
Class: Shield Monkey

Joined: Fri Aug 14, 2009 5:27 pm
Post Re: Earthforce Juggernaut
Max235 wrote:
I assume you have already met and soloed Arby with your FC?


Arby can be soloed by a sniper or MC'd fairly easily... it's hardly an epic uber.

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Sun Mar 25, 2012 12:39 pm
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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
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Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Earthforce Juggernaut
I'd love to see an uber that isn't based on the standard "uber" template; One big boss that does a lot of damage. Maybe make it this?

1 EF Juggernaut ship, launches EFDNs
EFDNs project a protection field over the jugg, jugg cant be killed till the efdns are.
EFDNs each fire off a bubble field fighter (same thing as a bubble drone, but moves). Each EFDN cannot be killed until their respective fighter is killed. The EFDNs fire off the fighters as mentioned in the original post also. Oh, and to add to the misery, there are bases on planets firing at you :D.

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Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Sun Mar 25, 2012 12:53 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Earthforce Juggernaut
The Salty One wrote:
Max235 wrote:
I assume you have already met and soloed Arby with your FC?


Arby can be soloed by a sniper or MC'd fairly easily... it's hardly an epic uber.


"Solo with 1 single FC" does not mean get your sniper or get a shm.


Sun Mar 25, 2012 2:30 pm
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Team: Eminence Front
Main: Radia
Level: 1101
Class: Speed Demon

Joined: Wed Oct 10, 2007 6:04 pm
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Post Re: Earthforce Juggernaut
Why would it matter which class he used to solo it?

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Sun Mar 25, 2012 3:52 pm
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Team: The Forgotten Colonies
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Post Re: Earthforce Juggernaut
What about EF Jug that launches EFDN fighters which launch EFBS fighters which launch EFBC fighters which launch EFC fighters which launch EFD fighters which launch EFF fighters which in turn launch chicuawa fighters!!! There should be so many capships on screen star sonata goes into shock and you die from the lag! :shock:

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Sun Mar 25, 2012 4:59 pm
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Post Re: Earthforce Juggernaut
We've had bosses spawning adds for a while now, however, the ability to add scripts to them (essentially making them bosses, not just dumb AI) was only recently added.

HAL is still working through a few issues with these sub-bosses:

  • aggro code: AI literally spawn without shared aggro atm, meaning we have to employ some fairly crude hacks / cheats to get boss spawned adds to attack you. This becomes a real issue in Wild / non-instanced ubers, where the potential is there that the hacks can spread the aggro to random strangers, their bases and newbies in zebucarts.
  • decay times / despawn so we don't get people deliberately spawning thousands to crash the server. At the moment, if the parent AI dies, the adds decay within 3 seconds. This removes tactics and/or chained fights.
  • boss scripts decoupling (a la Hives): the problem here is that if a roaming / wild boss loses it's script, it can either start rampaging, or turn into a toothless vegetable, allowing uber drops to be farmed etc. There's very good reasons why Hives are so random & show such odd behaviour: we can't trust them not to decouple, and start wiping out the entire of Perilous AI.

However, once the code parts are cracked, the content side can do a lot of interesting things. But the code changes are still being written; once this code goes in, we'll probably re-write a few scripts anyhow, to remove all the cheesy hacks that will no longer be necessary.

The new T21 stuff Col Legno did uses some of these techniques, as does Blue's Easter surprise (let's just say - "bunnies have lots of babies").

I've been slowly cracking away at the EF Capitals, and the current versions on test theoretically should be launching multiple missile types, fighters and attacking all at the same time. It's actually very handy if people go and poke them, as technical stuff like "AI uncoupled from boss script; lost skills so over-hulled cannot use missiles / fighters" or "will only use missiles, refuses to use fighters" or "addicted to #1 weapon type, refuses to use lasers" are all very handy feedback loops to allow us to see why they're not working as intended. All of these I think I've solved ~ I'm hoping post-patch the EF will be a bit more exciting / dangerous.


Oh, and once that code is done... well, we'll see. Fun times.


Sun Mar 25, 2012 8:50 pm
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Team: Combustion
Main: Combustion
Level: 5116
Class: Berserker

Joined: Mon Feb 02, 2009 2:57 pm
Location: United Kingdom
Post Re: Earthforce Juggernaut
Arby is a fucked up name for an uber. I would rather that AI's name to be changed to Juggernaut. Instead of it being a roaming uber, make multiple ones. Cannot tell you how fun it is fighting that thing.


My suggestions to the devmins:
1. Make Green Battleships and Drops more common in DF 300+ (like Big greens)
2. Change the Big Green Mothership from an uber into an actual AI but make them as common as Delquads.

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Mon Mar 26, 2012 2:05 pm
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