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Author Topic: ---->Telekinetic Gun<----  (Read 2815 times)

Nexus Fan

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---->Telekinetic Gun<----
« on: November 30, 2009, 03:03:10 AM »
Hey guys, I know some of you probably remember me from a long time ago because I haven't been here for ages.

Anyway, have you ever killed the...

1. Bartender
2. Guild masters
3. Hotel concierge

...  But got frustrated when you couldn't just jump over the counter and grab their wallet?  Well, I've been thinking about the telekinetic gun!    :D   It can pull things towards you, drag grenades around the ground, and disarm enemies etc.

I just want the grabbing part at least, the other two aren't really necessary.  It's either this or you can just let us simply let us jump over counters.  Discussions, feedback, and suggestions are all welcomed.

Cthulhu

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Re: ---->Telekinetic Gun<----
« Reply #1 on: November 30, 2009, 09:54:46 AM »
welcome back, another long lost soul returns. (What happened to your old account?)

Why not just have a "jump" key, hold it in and we can walk on certain "forbidden" squares, like the counter, and other stuff.

GLI

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Re: ---->Telekinetic Gun<----
« Reply #2 on: November 30, 2009, 10:42:20 AM »
Maybe few grenades will "make our way" through counter? :eeeee:
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Cthulhu

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Re: ---->Telekinetic Gun<----
« Reply #3 on: November 30, 2009, 12:03:23 PM »
I'm guessing that would be more difficult since then the graphics have to change as well?

Flyboy

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Re: ---->Telekinetic Gun<----
« Reply #4 on: November 30, 2009, 06:34:10 PM »
Quote from: "GLI"
Maybe few grenades will "make our way" through counter? :eeeee:

That would be cool. But instead of using grenades, maybe equipment shops would sell dynamite or other high-powered explosive. Grenades do pack a mean blast, but their main strength is the shrapnel, not the explosion. That's why blasting equipment would be cool.

Quote from: "Cthulhu"
I'm guessing that would be more difficult since then the graphics have to change as well?


Maybe or maybe not. The game obviously knows the X/Y coordinates of any object in the game. So if the player blasted out a counter/desk or a wall, it could just randomly remove some of the objects next to the blast, leaving a hole that the player could just walk through.

At least, it sounds simple...

Cthulhu

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Re: ---->Telekinetic Gun<----
« Reply #5 on: December 01, 2009, 08:58:37 AM »
I was just thinking what graphics to replace the counter. Like a "#" is rubble or?

Flyboy

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Re: ---->Telekinetic Gun<----
« Reply #6 on: December 01, 2009, 05:27:01 PM »
Quote from: "Cthulhu"
I was just thinking what graphics to replace the counter. Like a "#" is rubble or?


Or the floor could show up where the counter/wall or whatever used to be. Then the nearby floor tiles could turn brown to show the wood splinters that used to be the desk. Kind of like when somebody gets critically injured and bleed all over the place.

Nexus Fan

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Re: ---->Telekinetic Gun<----
« Reply #7 on: December 03, 2009, 12:47:21 AM »
Thanks for the feedback guys, keep them coming!   :D

VincentFirePony

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Re: ---->Telekinetic Gun<----
« Reply #8 on: December 18, 2009, 12:03:46 AM »
Quote from: "Flyboy"
That would be cool. But instead of using grenades, maybe equipment shops would sell dynamite or other high-powered explosive.


C4 or Ammonium Nitrate. :D Or maybe shape charges for bigger booms like that casino safe... :D:D
There are only a few good things in life: AS, AS, beer, Minecraft and Hostile Takeover! A<0>V

Flyboy

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Re: ---->Telekinetic Gun<----
« Reply #9 on: December 18, 2009, 05:01:33 AM »
That would be awesome! Adding explosives to the game would add a lot to the game. AS is already very versatile, and adding explosives would add greatly to the tactical aspects of the game.

CheeseshireCat

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Re: ---->Telekinetic Gun<----
« Reply #10 on: December 19, 2009, 04:10:19 PM »
I recall using explosives in X-Com to blow holes in the UFO hull (I won't even mention what they did to poor ole dropship, and it managed to fly afterwards)... So I just keep giggling imagining... Scooped hostile pilot, all in hi-exp, shakhid-style :)

GLI

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Re: ---->Telekinetic Gun<----
« Reply #11 on: December 19, 2009, 04:50:28 PM »
Quote from: "CheeseshireCat"
I recall using explosives in X-Com to blow holes in the UFO hull (I won't even mention what they did to poor ole dropship, and it managed to fly afterwards)... So I just keep giggling imagining... Scooped hostile pilot, all in hi-exp, shakhid-style :)


We're going to a Guild to check some missions and... whole building is blown off. Or cargo mission will be trap for us made by pirates. I don't like "explosives idea" but if it'll be implemented then we should be able to scan somehow any containers and ejected pilots. In this case we should be able to buy some kind of "explosives scanner" as enhancement for cargo scoop:
# scanning: cargo/pilot OK => take
# scanning: booby trap / suicide bomber => leave
But what if such explosion in space will damage our ship instead of leaving it outside (in space)? Maybe such scanner should be enhancement for radar to scan it from greater distance?

Well... may I have some enhancement for cargo scoop? Something like "Stunrod for Cargo Scoop" - scooping ejected pilots will be much easier:
# friendly pilot => welcome
# hostile pilot => take & stun or "take & fight" (or "take & count for bribe").
 :D
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mablanco

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Re: ---->Telekinetic Gun<----
« Reply #12 on: December 19, 2009, 06:44:02 PM »
Quote from: "CheeseshireCat"
I recall using explosives in X-Com to blow holes in the UFO hull

I used to do that too. Sonic granades could trash my hole ship, but afterwards when the mission ended, everyone could retreat happily to base (in a ship with no walls).

Allowing explosives in asciisector could even open the door to new kinds of missions, sabotage maybe?

Flyboy

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Re: ---->Telekinetic Gun<----
« Reply #13 on: December 19, 2009, 07:10:36 PM »
It would be fun to have sabotage missions. That would be one use for personal explosives.