Summary (a quick, 2-3 sentence summary): Allow engineers to construct expensive yet useful spike walls that can damage and/or impale anything that runs, pounces or charges into them.
Benefits (How this will benefit the server and game as a whole): Adds a whole new construct for engineers to build that require them to thing smartly about placement since spikes don't care if you're a Marine or a Xeno if you run into them you're getting damaged/impaled. It will also cause Xenos to plan an assault before doing one due to risk of being killed by blindly rushing into some spikes.
Details (Description of how you think this would work, the benefits, etc):
Mechanics
Spikes work by doing a damage calculation based on a characters speed (at impact), Spike material type, Caste (Xeno.) armor, if the character ponced or not, if said character got impaled, and if spikes get destroyed (Crusher vs wooden spikes.) Impalement is a random chance that increases based on speed and if the character is pouncing or charging. If impaled the character will be stuck and will take damage in till pulled off via a friend or resists off (Takes more damage.)
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Here's a few examples.
Young Runner
SPIKE MATERIAL: Wood.
SPEED: Very Fast
CASTE (IF XENO): Runner
ARMOR: Little
PONCED?/CHARGED?: Yes
IMPALED?: Yes
DESTORYED?: No.
Damage: 75 brute due to speed and poncing, 100 brute overtime due to impaled and no other xenos to get her off.
Outcome: Ded.
Baldie Mcbaldface.
SPIKE MATERIAL: Metal
SPEED: Running with weapon holstered
CASTE: N/A
ARMOR: Average
PONCED?/CHARGED?:: No
IMPALED?: No
DESTORYED?: No
Damage: 50 brute and bleeding and maybe a broken chest due to being a blind dumbass.
Outcome: Ouch.
Elite Ravager
SPIKE MATERIAL: Metal
SPEED: Very Fast
CASTE: Ravager
ARMOR: Above Average
PONCED/CHARGED: Yes
IMPALED?: No
DESTROYED?: Yes
Damage: 65 brute due to charging.
Outcome: Ravager takes a hit but is able to charge though the spikes destroying them.
Ancient Charger
SPIKE MATERIAL: Plasteel
SPEED: Very Fast
CAST: Charger
ARMOR: Extremely high
PONCED/CHARGED?: Yes
IMPALED?: Yes
DESTROYED: No
Damage: 155 damage due charging at full speed into spikes. 150 damage due to impalement overtime.
Outcome: RIP.
That leads nicely to.
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SPIKE CONSTRUCTION COSTS AND ATTRIBUTES
WOODEN SPIKES.
DAMAGE OUTPUT: Low.
IMPALEMENT CHANCE: Low
HP: Low
COST: 5 wood.
Nothing special
METAL SPIKES
DAMAGE OUTPUT: Moderate
IMPALEMENT CHANCE: Low to medium
HP: Moderate
Cost: 5 metal
Good. But still can't really hold out against an assault. Good for delaying an assault though
REINFORCED SPIKES
DAMAGE OUTPUT: Medium-high
IMPALEMENT CHANCE: Medium
HP: High
Cost: 5 metal + 10 metal rods.
Pretty good for holding back an assault. Can take a charge or two.
PLASTEEL SPIKES
DAMAGE OUTPUT: High
Impalement CHANCE: High
HP: Very high
Cost 10 Plasteel+ 10 metal rods
Very good. Can't be charged through.
Implementation (Optional, if you have an idea how to implement it): Not really a coder but I would think it as a point hurt that varies on material type. Same with Impalement.
Spike walls
- Tisx
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- Derpislav
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Re: Spike walls
So like egrilles that don't suck.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
- Tisx
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Re: Spike walls
Little something I forgot, Spikes can only face one way. and can EASILY get destroyed on the sides and back.
- Sarah_U.
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Re: Spike walls
I am mitigated on this idea. Add the fact runners and leap don't impale and I may be in.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- YungCuz
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Re: Spike walls
I mean it could be the only thing that doesnt let runners just hop in and drop huggers and hop back out so why not have it?
PLUS it wouldnt make sense that a runner can easily just run through spikes.
PLUS it wouldnt make sense that a runner can easily just run through spikes.
http://i.imgur.com/b9XSpih.png Ayyliums
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