Spike walls

Post your brilliant ideas here, or complain about how nothing works.
Locked
User avatar
Tisx
Registered user
Posts: 59
Joined: 26 Oct 2016, 23:55
Location: Somewhere
Byond: Tisx

Spike walls

Post by Tisx » 21 Jan 2017, 15:39

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.

Image

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.)

------------------------------

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.
--------------------------------------------------------------
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.

User avatar
Derpislav
Registered user
Posts: 823
Joined: 10 May 2015, 09:14

Re: Spike walls

Post by Derpislav » 21 Jan 2017, 15:43

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.
Image

User avatar
Tisx
Registered user
Posts: 59
Joined: 26 Oct 2016, 23:55
Location: Somewhere
Byond: Tisx

Re: Spike walls

Post by Tisx » 21 Jan 2017, 15:47

Little something I forgot, Spikes can only face one way. and can EASILY get destroyed on the sides and back.

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Spike walls

Post by Sarah_U. » 21 Jan 2017, 15:51

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
► Show Spoiler

User avatar
YungCuz
Registered user
Posts: 717
Joined: 25 May 2016, 08:04
Location: The Final Frontier
Byond: YungCuz2

Re: Spike walls

Post by YungCuz » 21 Jan 2017, 21:35

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.
http://i.imgur.com/b9XSpih.png Ayyliums
^When you join and the janitor role is taken.^
Image
I am here in the shadows.....
http://colonial-marines.com/download/fi ... &mode=view
^Closely watching.^
http://i.imgur.com/ZzopTiz.png?1
^When the RO causes problems.^

Locked