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| Space Endurance; A variation of co-op... IN SPAAAAACE | |
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| Tweet Topic Started: 5th June 2012 - 08:57 PM (580 Views) | |
| Archlord Pie | 5th June 2012 - 08:57 PM Post #1 |
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Bringer of Spam and Sodium
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Specs: -2-6 players -Scoring is either as individuals or a team. -Players get a ship from Fleet, complete with shields. -Ship travels from left to right at the same rate as the ships in current Fleet do. -Asteroids come endlessly from the right, each carrying a batch of AI sentinels. -Sentinels attack in waves, decloaking when the wave starts and staying decloaked. Shots will pass through cloaked AIs, ignoring them entirely. -No limit to the number of attacking waves; players go until they lose. -After a wave, players get 10 seconds before the next wave begins. -Players have unlimited respawns but cannot respawn during a wave. -If the entire team is killed during a wave, the attackers leave, an Enormo-Laser hits the ship while the players are respawning, then the game continues with the next wave. -Three Enormo-Laser hits = Game over. -Every 10 waves, a random boss sentinel from anywhere in the game (campaign, Ba'al, variations of Ba'al used on other maps, anything at all as long as it's a boss) spawns. -If all 9 waves leading up to the boss were completed successfully, the ship hits the boss with an Enormo-Laser when it spawns. -Waves go from basic sentinels to standard to advanced to stuff like Orbitals and higher to custom lower-end builds (like nuclear Golems and rail Slaves) to custom standards and the like to custom advanced stuff like gen Crushers and 3-ordnance Berthas to custom Orbitals of every kind to Valhallas and Babels to random combinations of custom builds to boss waves with accompanying basic sentinels... and the boss's support repeats the same growth pattern as the initial waves did. Once you get to having two bosses spawn per wave, soon those will start getting support from basic sentinels, and that'll eventually grow into 3 bosses per wave, repeat ad infinitum. tl;dr: 2-6 players, unlimited waves, the only way you can lose is by having everyone on the team die in the same wave, it's in space. Poll Results: Spoiler: click to toggle
Edited by Blackout, 13th September 2016 - 07:29 PM.
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| Archlord Pie | 29th June 2012 - 08:33 AM Post #16 |
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Bringer of Spam and Sodium
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Take a Scorpion with EMP Bomb, Scanner, and 6 Magnons to the test field. Spawn an Aquila and set the bomb off right next to it. The Aquila will get energy lost, then it'll lock you and start running around in a very glitchy manner about 2 seconds later. My best guess is that the AI Aquila is programmed to ignore energy loss but those lines of code conflict with the lines that normally dictate what happens to you in energy loss, causing it to rapidly oscillate between energy lost and not-energy-lost. tl;dr: Jagex sucks at programming. |
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| Sputnik | 29th June 2012 - 08:52 AM Post #17 |
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Lazy 3D model designer
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Yeah, that's normal. You can thrust after sometime if you're not shot again. |
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| c0rruptsword | 1st July 2012 - 05:50 PM Post #18 |
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a glitch i recently noticed is with babel....i got bladed and fell right thro a hill i was climping up in zone |
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| Archlord Pie | 1st July 2012 - 08:34 PM Post #19 |
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Bringer of Spam and Sodium
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Did you "plummet like a stalled brick" or did you just fall out of the map and never come back? Either way, more proof that Jagex sucks at programming. |
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| 13055 King | 1st July 2012 - 10:14 PM Post #20 |
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Pun-maker 3000
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How can someone "plummet" in Zone??? |
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| Definitely Not Spiral | 2nd July 2012 - 05:21 AM Post #21 |
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Professional Faggot (US Navy Sailor)
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One does not simply plummet in zone... |
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| 13055 King | 2nd July 2012 - 05:41 AM Post #22 |
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Pun-maker 3000
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I see what you did there. |
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| Pringles Man | 2nd July 2012 - 05:55 AM Post #23 |
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The Chief Designer of the Ilolan Republic
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These would be incredibly difficult to program! |
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| c0rruptsword | 2nd July 2012 - 06:01 AM Post #24 |
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screen turned black and then a blew up |
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| 13055 King | 2nd July 2012 - 05:12 PM Post #25 |
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Pun-maker 3000
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So kinda like an infinite energy reaver versus invulnerability? |
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| Blackout | 9th September 2016 - 08:15 PM Post #26 |
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Community Organizer
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Now under review. Pro-tip: don't even bother reading anything after the first several posts. I like this idea; it has my full support. We can work out the solarite reward mechanics & custom set-ups way later. |
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| Aoloach | 10th September 2016 - 01:57 AM Post #27 |
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Yep, sounds fine to me. |
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| Definitely Not Spiral | 10th September 2016 - 02:04 AM Post #28 |
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Professional Faggot (US Navy Sailor)
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I don't think this really needs polling, just allow co-op on a space map. |
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| Blackout | 11th September 2016 - 03:26 PM Post #29 |
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Community Organizer
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Polls appended; 48hrs. Suggestion accepted. For the three of you who won voting in favor of continuing the discussion, what things did you have in mind that require such? One thing I just thought of is, could get kind of tedius. I'd reduce that duration to at most 5 seconds. I would say both, but correct me if that's not implied. Edited by Blackout, 13th September 2016 - 07:34 PM.
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| MC Productions | 14th September 2016 - 12:47 AM Post #30 |
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I disagree with 5 seconds. I would rather have it at 15 but 10 should be enough. Why? Well, if you want to set up in a certain formation to make this gamemode effective, 10-15 seconds is needed if you had to scramble due to trying to stay alive. I agree on both as well. This is how I would set it up. Individual player scores should count towards tags at the end. But the team score should be shown on the leadersboard only with the top scoring bot listed in the game name ( Ex: [Mod] Cruel's Team or {@user's team} ). ~Cruel |
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