Adun_Toridas Posted March 2, 2005 Report Share Posted March 2, 2005 I was thinking about making a combination between a normal proximity grenade and an alien one. So we might have a grenade with 105 of damage and proximity hablility... well, the idea s opened to corrections. Link to comment Share on other sites More sharing options...
[dipstick] Posted March 2, 2005 Report Share Posted March 2, 2005 Write a text for it, then we may include it in v1+ Or come up with more ideas, and see what happens I think its a good idea myself.... Link to comment Share on other sites More sharing options...
Adun_Toridas Posted March 2, 2005 Author Report Share Posted March 2, 2005 -SuperProximites, require 1 elerium and cost 10000 to manufacture. -They have 105 of damage. -Therefore they are high usable against strong alien species - We need to investigate alien grenades and elerium 115 in order to get them Link to comment Share on other sites More sharing options...
[dipstick] Posted March 2, 2005 Report Share Posted March 2, 2005 (edited) Now we wait for other opinions I think it sounds good Just have to think how it would affect gameplay, and how it could be eased into the existing framework. Edited March 2, 2005 by dipstick Link to comment Share on other sites More sharing options...
Metalfrenchtoast Posted March 3, 2005 Report Share Posted March 3, 2005 Maybe it could be more like a light satchel charge than a grenade? Some sort of small anti-personel mine that can be thrown or stuck onto walls. Very useful for sticking in alleyways during urban conflict situations. Link to comment Share on other sites More sharing options...
Snakeman Posted March 3, 2005 Report Share Posted March 3, 2005 I like Metal's thoughts here. I've always liked the proxmity grenade, although I'd love to be able to stick it to a wall or in a corner. The problem comes when something is a proxmity charge that responds to movement and its something that you wanted to set manually rather than throw it. Maybe it could work if after you set and plant the proxmity explosive manually, it'll give you one extra turn to move out of the way - or even better, has something in its programming that only sets off if its not a terran (to sort of explain it in story terms). A more crude way would be to set a high explosive for X turns, and hope the turns before it detonates helped. Link to comment Share on other sites More sharing options...
Shinzon Posted March 3, 2005 Report Share Posted March 3, 2005 (edited) how about instead of a proximity mine a laser trip one? something like the ones seen in the first half-life... you stick one on the wall something dumb tries to go through and bam you hear big boom behind you with limbs flying in everysingle direction? seems that proximity mines are bit... old fashioned? possobly retro but effective... Mabe a higher version would be a laser trip mine or even an entirely new mine? *edit* there we go a lil screeny http://gryzor.club.fr/half-life/gfx/niveaux/N04/04-06-Trip-Mine.jpg Edited March 3, 2005 by Shinzon Link to comment Share on other sites More sharing options...
sir_schwick Posted March 3, 2005 Report Share Posted March 3, 2005 Laser trip mines would be an excellent idea. Aliens should have their version of this equipment as well. Spider Grenade(Prox Grenade) - rolls a square or two towards nearest psi-presencePsi Mine(Laser Trip Mine) - can tell IFF via psionic signature, high level psionics can defeat itSupernova Mine(High Explosive) - the ultimate in demolition technology Link to comment Share on other sites More sharing options...
Snakeman Posted March 3, 2005 Report Share Posted March 3, 2005 I like the trip mine idea. Sort of shows the evolution of this explosive type a bit. I would probably have it progress like this...1) prox mine like before 2) trip mine that uses a physical cord 3) trip mine that uses the laser. This way you sort of still might have to mix what you bring, depending on effectiveness of aliens to go around the last two types especially (i.e. they might have the vision to spot the laser trip mines, where some might not so you might want the one with the physical cord, & the standard proximity is always useful but just as indiscriminate to movement as before). Then the issue next is probably one of damage for each. I still think though nothing should probably rival the high explosive in terms of the most powerful thrown Earth explosive, but I wouldn't mind different forms of explosive sfx to distinguish them more (shrapnel, high ex., fire, smoke, a mix etc.). Link to comment Share on other sites More sharing options...
Adun_Toridas Posted March 3, 2005 Author Report Share Posted March 3, 2005 And what about, not only laser but neutron traps? They might be the result of investigating super proximities + fusion weaponary. And have a power or 150 ONLY against living creatures (so not against sectopods and cyberdisk) and greater range. Or course, armor would have no protection against neutrons so it would be a very dangerous weapon for both, aliens and humans. Link to comment Share on other sites More sharing options...
[dipstick] Posted March 3, 2005 Report Share Posted March 3, 2005 well, I have suggested shrapnel grenades before. maybe shrapnel proximities - the list is virtually endless. Link to comment Share on other sites More sharing options...
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