power grid trial

Things you'd like to see in the game.

power grid trial

Postby BriarFae » Sat Jun 07, 2014 11:35 pm

DownGate helped improve XenoMiner before...

Can power grids become another unique element of DownGate
like the blocks = points in smuggler's warren?
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Re: power grid trial

Postby Gristmill » Sun Jun 08, 2014 11:41 pm

Actually Smuggler's Warren is setup to be a Miner's race. If you ignore the other team (or send one person to harass) and the rest of your team hunts the tunnels for hidden caches of smuggled goods, you'll win very fast.
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Re: power grid trial

Postby BriarFae » Sun Jun 08, 2014 11:53 pm

I am thinking of a circuit focused objective.
Cutting conduits, rerouting power, sabotage, and repairs.

Like the zone control but the goal is to keep your team's power on
for points over time.

Or to control access to tactical places, Zones, or Crates.

Or just to open and close doors at choke points.
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Re: power grid trial

Postby still crosshair » Mon Jun 09, 2014 12:11 am

BriarFae wrote:I am thinking of a circuit focused objective.
Cutting conduits, rerouting power, sabotage, and repairs.

Like the zone control but the goal is to keep your team's power on
for points over time.

Or to control access to tactical places, Zones, or Crates.

Or just to open and close doors at choke points.


Sounds interesting I could come up with a whole story around it but there is no point. I see what you want and there are many ways to surround it in story. From powering weapons of mass destruction to powering a plant that produces parts for the exnodrones. Another mode could make the power run to a cloning machine that respawns you and your team. Of course the power has to run all through the base before getting to this main objective. Meaning all doors and other stuff are powered in the process.
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Re: power grid trial

Postby BriarFae » Mon Jun 09, 2014 2:04 pm

YES
no power = no cloning (respawning)
like Dodge ball elimination w/ come back event
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Re: power grid trial

Postby Gristmill » Mon Jun 09, 2014 8:42 pm

Ah, I see, very cool idea.
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Re: power grid trial

Postby still crosshair » Mon Jun 09, 2014 9:06 pm

Gristmill wrote:Ah, I see, very cool idea.


Also a defend the power core game mode sounds cool. Surrounding the core is super doors that can keep player out or in depending on if the power is hooked up. There are also generators that provide power through out the base as well in case someone decides to be smart and kill power to the doors from inside. You can hook up generators to the doors to open them yourself. Also having plenty of door traps around for players to use such as dropping traps and room crushing you traps.
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Re: power grid trial

Postby BriarFae » Mon Jul 07, 2014 1:27 pm

will need to change the Pick default to conduit, maybe

Conduit affected by EMP !

Door frame (needs powered conduit)

Gravpanels (power from conduit? Or affected by EMP)

Thermocouple (plasma cage to conduits) temporary power from plasma grenade

Switch block (valve conduit)

Cloner Pad (respawning only if powered)
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Re: power grid trial

Postby still crosshair » Mon Jul 07, 2014 3:53 pm

BriarFae wrote:will need to change the Pick default to conduit, maybe

Conduit affected by EMP !

Door frame (needs powered conduit)

Gravpanels (power from conduit? Or affected by EMP)

Thermocouple (plasma cage to conduits) temporary power from plasma grenade

Switch block (valve conduit)

Cloner Pad (respawning only if powered)



Seems interesting since I guess if someone can create a Thermocouple then they could bypass having to replace a load of conduit and just place one next to the door and use a plasma grenade to power the door open. I think all doors should also shut when depowered so that you cannot just use this tactic to open it then when its unpowered it stays open for you. I think the PICK should be changed entirely to lets say electrical engineer mode. It can only place and mine stuff like conduit and important stuff like that so one cannot just dig under the door or through the door. Also we place the conduits in very stupid open areas for anyone to mess with because then it allows people to mess with them without even needing to dig to find them. Also stupid double connection conduit paths should be taken in which cutting one results in both bases losing power. Its amazingly stupid that they would be wired like that but it really adds to the game in that you just hurt your a long with their team.
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Re: power grid trial

Postby BriarFae » Mon Jul 07, 2014 7:42 pm

Xeno wall

Xeno door frame
Xeno panels

The average PICK can't dig that up.

Xeno conduit
For the primary power lines ;)
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