Pitch your Power-up idea!

Post your ideas on where the future evolution of Multiwinia should lead

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Mas Tnega
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Postby Mas Tnega » Sat Jul 04, 2009 11:43 pm

You're probably right, but it's easier to understand than "and fires really, really fast".
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red rouge
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Postby red rouge » Tue Jul 14, 2009 5:46 pm

spam: a spam email falls from the sky and does what it does in darwinia
it could be random or open imediatly .but if you could place it it would be to good
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bert_the_turtle
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Postby bert_the_turtle » Tue Jul 14, 2009 6:05 pm

That's pretty much precisely what outbreak already does. It's just not turning your guys red for very obvious gameplay reasons. For lore reasons, read the level descriptions.
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Postby Krion112 » Wed Jul 15, 2009 6:38 am

WebWyrm: a "worm" creature emurges from a hole where the crate was opened. It attacks multiwinians with a tractor beam (like harvesters or futurewinian ufos) and waits until it has so many, then crushes them, and devours the souls. The more souls, the larger the worm. Maximum soul size is 400. Attacks Virus based entities by fireing flames.

Dark Crystals: non-placement powerup. The crate turns into a glowing crystal, and will randomly spawn more smaller crystals across the map. Multiwinians that get close enough turn neutral and stand around the crystal, much like in darwinia when there is a dead soul nearby. they then burst out in rage and start randomly shooting laserfire, which damage anything from other neutrals to other multiwinians. It lasts until either 1): the destruction of the large crystal (meteor, nuke, airstrike, gunturret fire, etc) or 2): a minute passes and all the crystals detonate.

ninja-winians: causes the multiwinians selected to run faster, and have higher rate of fire. They also 'jump' away from grenades. They're slightly invisible from enemy players (having a slight transperency, especially when moving). lasts for 40 seconds.

Drain: non-placement powerup. the water level in the map drain to empty. several crates can be found in the drained areas, but drain only last for 50 seconds. When the water rises again, anything within the drained areas are instantly destroyed (even objects that float)

Repository Burst: non-placement powerup. souls begin to randomly drift back down, but cannot be harvested. The souls will either 1): transform into a group of 5 evilinians, several virii, or a spider, or 2): detonate on impact with the ground. Soul destroyers will also beable to catch them as they are falling down.

Arachniphobia: selected enemy multiwinians turn into either army ants or spiders (mostly ants though). They will be on the evilinian team. Also effects souls that arent drifting away.
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NeatNit
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Postby NeatNit » Wed Jul 15, 2009 2:15 pm

Krion112 wrote:Drain: non-placement powerup. the water level in the map drain to empty. several crates can be found in the drained areas, but drain only last for 50 seconds. When the water rises again, anything within the drained areas are instantly destroyed (even objects that float)
I can't seem to remember anything floating..?
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bert_the_turtle
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Postby bert_the_turtle » Wed Jul 15, 2009 2:27 pm

Armours. Well, they don't float, but drive at the bottom of the sea. And ant(s nests). Engineers and Harvesters also float/hover around, and a suddenly increasing water level may catch them off guard.
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Postby Krion112 » Wed Jul 15, 2009 5:50 pm

on drain, the harvester's bubble would suddenly get filled up with water, until it bursts, in which the bubble would pop, and then the harvester's main body would fall and detonate.
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Shwart!!
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Postby Shwart!! » Wed Jul 15, 2009 8:52 pm

Krion112 wrote:ninja-winians: causes the multiwinians selected to run faster, and have higher rate of fire. They also 'jump' away from grenades. They're slightly invisible from enemy players (having a slight transperency, especially when moving). lasts for 40 seconds.


I kinda like this one, actually. One of the few decent/good ideas to come of this thread, given that it would be an interesting powerup, isn't really unbalanced (in theory), and doesn't mess with the game by adding new mechanics (such as dynamic water, completely new unit-types, 'hero' DGs (of which there are surprisingly a lot of suggestions)).
This last point I find most important for the purpose of suggestion, because 1) it keeps the gameplay intact and 2) IV is more likely to add something that isn't a lot of work than something that they have to code totally new stuffs for.

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Krion112
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Postby Krion112 » Wed Jul 15, 2009 10:28 pm

Wouldnt ninja-winians just mix mechanics from rage, and the mission complete "happy jump" of the darwinians?
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red rouge
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Postby red rouge » Wed Jul 15, 2009 10:32 pm

bert the spam email would stay there unlike uotbreak which just shoots cool corrupting beams once

and another suggestion

bilding shield(rubish name i know): shield an single building (spawn point hill zone flag Ect) for 30 secs with a shield like personal shield exept nothing can go in or out of the shield including wepon fire and viruses so it could be used to trap and army in azone while you take all the oter hill zones or protect a spawn point or stufff like that

super formation( im really bad at names): click on the officer at the back of an formation and his formation gets rage personal shield hot feat and subversion (if subversion works with rage) for anywhere between 10 and 60 secs
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elexis
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Postby elexis » Wed Jul 15, 2009 11:14 pm

This isn't a powerup idea but in the Darwinia manual there was aomethind in the virus section. It said that there were once cow-like cratures that roamed the land. I was thinking it might be a good idea to bring them back. They could be placed like units in the map editor when it comes out, and in game they could idle around the landscape and do.... something. I haven't thought this through.


Also, Plague Egg: An egg thats fired from a triffid that creats a a small green explosion that infects nearby DG's.
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Major Cooke
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Postby Major Cooke » Thu Jul 16, 2009 4:19 am

The plague is bad enough already. We really don't need any more plagued powerups...
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elexis
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Postby elexis » Thu Jul 16, 2009 4:23 am

It wouldnt do too much really. DG's allready flee from eggs and lob grenades at them. The odds of the egg infecting aany more than a couple of isolated DG's is very small.
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Major Cooke
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Postby Major Cooke » Thu Jul 16, 2009 4:51 am

elexis wrote:It wouldnt do too much really. DG's allready flee from eggs and lob grenades at them. The odds of the egg infecting aany more than a couple of isolated DG's is very small.


You're forgetting one very important race... Futurewinians. If there's a default piss-green colored viral infection that comes into a futurewinian's nest o' spawns, chances are high that it WILL spread 'cause you'll be spending as much time keeping your multiwinians away from the infected zones while defending your big spawns from the viruses and futurewinians... At least that's what I do.
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elexis
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Postby elexis » Thu Jul 16, 2009 5:05 am

And whats wrong with screwing over the race that screw's over every other race? And i've never seen futurewinians gat the plague.

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