Vile Requiem Posted May 14, 2004 Report Posted May 14, 2004 Well, everyone tipped my hand, so here goes: THESE ARE DESIGN DO-*BAD WORD*-ENTS, NOT ACTUAL SETTINGS THEMSELVES (yet) Welcome to 17th Parallel: Tet Offensive. TO is the zone's return to the Vietnam theme, and in doing so balance out the sets to fit this theme but still have all the ships be useful (seperate from a new map but one is certainly possible). There are 2 main factions: Americans and the Vietcong, each with their own style of gameplay. There's even a russian craft thrown in for good measure, and as an opponent of the Javelin proper. Veteran Ability - Every ship has the ability to gain something extra. Call it a bonus for staying alive, whatever you want, these need to be earned with greening but once you have em, they're a real help in staying alive. Movement - Rotation/ThrustSpeed - ObviousEnergy - Obvious ---------------------------------------------------------------------Warbird - American GIVeteran Ability: X-RadarGuns: 2Bombs: 2 (Medium)Items: AntiwarpSpecials: 1 Decoy, 0 Brick, 1 RepelMovement: AverageSpeed: AverageEnergy: AverageAfterburners The American GI is the average fighter on this battlefield, too raw to develop any specialized skills or veteran abilities. It just exists, though it's a useful soldier, and it can charge into battle.-------------------------------------------------------------------- Javelin - American CommandoVeteran Ability: Antiwarp (Destruction of Pesky Cloakers just got a lot easier)Guns: 3Bombs: 1 (Slow)Items: NoneSpecials: 1 DecoyMovement: ExcellentSpeed: AverageEnergy: Average Unchanged except for the greenable Anti. With a pulse rifle, this is the only ground unit with a GUN that can stand up to armor. Plus: Nothing can stand up to it in a close fight + Armor Piercing BulletsMinus: Really weak vs cloaking & can't retaliate against long ranged attacks ---------------------------------------------------------------------Spider - Vietcong SoldierVeteran Ability: Higher Energy (+500/by 100)Guns: 2Bombs: 1 (medium)Items: Stealth/Cloak (Both active disable recharge, stealth = free)Specials: 1 Tactical Burst (not wide like current sets, confined, but instant death in a small space), 3 PortalsMovement: GoodSpeed: FastEnergy: Low - Average The Guerilla Front Lines troops are unknown until they strike. For this reason, they're the most effective weapon against the americans. However, their weakness comes when exposed, as they're 'unofficial soldiers'. Their gun speed (think current with minor tweaking) might make that a moot point however. Plus: Not many ships can detect themMinus: Weak when exposed. ---------------------------------------------------------------------Leviathan - Vietcong RPG EliteVeteran Ability: Increased SpeedGuns: 1Bombs: 3 + 3 Mines (Fast)Items: StealthSpecials: 1 Portal, 2 ThorsMovement: LowSpeed: Low-AverageEnergy: HighTurret Capacity: 1 The RPG Elite strike hard but stand out vs other soldiers. Their RPG ammo leaves them unable to fire for a split second afterwards, but that split second could mean all the difference. Until they become veteran, best used in protected areas or as guards. One RPG soldier can hold a corridor as long as you need it barring any sneaky stuff. They're also handy at leaving little suprises for the Americans. In addition, they have the only general issue body shielding, which helps keep them alive but further slows them down. Plus: The power to destroy nearly anything on the battlefieldMinus: That RPG Lanucher is fugging heavy. ---------------------------------------------------------------------Terrier - American Heuy Mk.2Veteran Ability: Stronger Missles (bombs)Guns: 3 (antipersonel)Bombs: 1-2 (Fast)Items: X-Radar, AntiwarpSpecials: 1 thor (daisy cutter), 3 burst (chaff), 1 decoyMovement: LowSpeed: HighEnergy: AverageTurret Capacity: 2Size - 30 pixel diameter The Heuy Mk.2 was developed to counter the Americans' problems with the original. It features radar to spot vietcong soldiers, and the weaponry to destroy them when found. It's other major use is ferrying troops across the battlefield, as nothing will match the speed of the Heuy. Plus: Strong against most infantry + can turret.Minus: RPG Launchers & Armored Units--------------------------------------------------------------------- Weasel - Russian Tesla SoldierVeteran Ability: ShrapnelGuns: 2Bombs: 1 (EMP Average Speed)Items: NoneSpecials: 1 Decoy, 0 BrickMovement: Better then everything but a JavSpeed: AverageEnergy: Average The Russians knew they couldn't leave Vietnam alone or the Americans would win. This soldier is a Russian Commando with a special EMP Grenade that will make all electronic equipment useless in addition to the explosive force of a regular grenade. As it is a crack Red Army soldier, it has the skill of an American Commando except the ability to potentially use radar and a worse standard issue gun. Plus: EMP is a nasty tool in the right hands, and these are the right hands.Minus: Statistically weaker then American Forces + none of the Vietcong bonuses. ---------------------------------------------------------------------Lancaster - PyrotecnicianVeteran Ability: Improved Ammo Clip (less nrg to fire bullets)Guns: 2Bombs: 2 + 4 Bounce + 2 MinesItems: X RadarSpecials: 1 Decoy, 2 RepelMovement: LowSpeed: AverageEnergy: Average The Pytotecnician is the god of boom. It has developed a bouncing bomb that defends around corners, in addition to being kinky it has the most shrap in the game. If you like defense, this is your ship. ---------------------------------------------------------------------Shark - No Changes to it at all from current sets exceptVeteran Ability: Improved EnergyTurret Capacity: 0 --------------------------------------------------------------------- None of these sets are in stone yet, so feel free to comment on the design aspects.It's certainly better then -*BAD WORD*-ing about the current sets Edit 1: Forgot to mention, bombs will do more damage in TO then current sets
Telson Posted May 14, 2004 Report Posted May 14, 2004 nice now we just need a map... like the one i made
Delic Posted May 14, 2004 Report Posted May 14, 2004 I don't know, I'd have to check 'em out in game to really know wooo dsb2! How does this sound like dsb?
Tempest Posted May 14, 2004 Report Posted May 14, 2004 Same. Sounds good, but we'll need to play 'em.
DaKillaRoach Posted May 14, 2004 Report Posted May 14, 2004 Vile... if my lancaster is as good as old settings, and the weasel has changed from the small little -*BAD WORD*-er it is nowadays I will put you in my signature as god of 17th! From what I see so far... you are a demi-god
Yupa Posted May 14, 2004 Report Posted May 14, 2004 I don't know, I'd have to check 'em out in game to really know ditto
Rixsta Posted May 14, 2004 Report Posted May 14, 2004 Sounds good, but it will be interesting to see. So you have to green for your veteran ability? ----if thats the case wouldnt it pose 2 problems:1) People getting to hooked up on greening and not the game2) Ship's need for greening would vary, the search for an x-radar from a WB would probably be alot more than a weasels searching for extra shrap. Dunno but it could effect the way the basing goes, for example, after respawning a weasel would probably just re-attach, yet a WB would probably want to find a green first... this may sound dumb, but it will be interesting to see. Ships like Wb, Jav, ter would probably green longer, because they're veteran ability is almost essential, yet extra shrap or some extra speed may not sound that important to go and green for ages for. Anyway overall it sounds good.
Mikalo Posted May 17, 2004 Report Posted May 17, 2004 I think these new sets would be awesome, sounds like it will be better balanced for everyone.
»Maverick Posted May 19, 2004 Report Posted May 19, 2004 - Sounds really good vile. I think it will be even better if you don't use the default subspace ships but make some real custom soldiers as ships. - I doubt if the greening for extra specials is a good idea. I never liked it. Maybe greening for extra shrapnel or for extra energy is a better idea then a whole extra special like anti. - Will there still be soccer with these setts, or is 17th parallel going to be battle only with these setts in your ideas? (Like capture the flag) - I also think you will be needing a real vietnam map to go with this, so that the tileset is way different then the current one. -MMaverick
Enigma~ Posted May 28, 2004 Report Posted May 28, 2004 Love it Vile. But I disagree with Mmaverick on changing soccer. Why would you want to change that? thats changing the sole purpose of 17th parallel and making it any old generic flag game. I agree with you on the greening thing though mav. One more thing....you say there are two factions, with 2 diff gameplay...are you trying to suggest that each freq can't ues all 8 ships?
VoidStalker Posted May 31, 2004 Report Posted May 31, 2004 Sounds great, but you messed up on one thing. The wb should be the commando and the jav should be the GI. Think about it, as far as experience goes, the wb isn't the best beginner ship. It's a more complex ship to use than the jav, both having antiwarp and X. wouldn't the jav be the one "too raw to develop special skills or veteran abilities"? No this description is under warbird. It has a veteran abillity: X-Radar. And what does they just exist mean? The Javelin is the most commonly chosen ship, and the backbone of everyone organized team. Other than Antiwarp, which is a veteran ability while the WB start out with it, it pretty much has no super unique technology. In addition, javs are the first line of offense and the last of defense, just like real GI's. I'm not saying one is any better than the other, they both play crucial roles in victory in 17th. Just the roles you gave them are a bit mixed up.
DaKillaRoach Posted May 31, 2004 Report Posted May 31, 2004 Hehe Void, good call but this is where 17th experiance comes into things. 17th is BUILT around the Jav as much as I hate to say it -.-' Seriously, if Vile made Jav the newbie ship (which it is ) and made the warbird have the sets and the wb have jav sets ALOT (and I mean alot!) of people would complain! Why? Because 17th is 3 quaters newbs, and 1 quater Javelin Vets, yet those Vets keep our leagues going, and we wouldn't want to piss them off (THAT!) much hehe. Newbs who come here just need to learn, and 17th will have a learning curve on it for most to learn at a suitable level. Don't worry about which ship is supposed to act like (like wb to jav) Vile has enough experiance this side of things to know how far to take things. As much as Vile as annoyed alot of people and changed alot of things he some say should not of, he has the right mind and the right experiance. Im putting trust in him NOT to screw my Lancaster over, so we all have to put trust in him to make this zone back to the killer it was.
DaKillaRoach Posted May 31, 2004 Report Posted May 31, 2004 - Sounds really good vile. I think it will be even better if you don't use the default subspace ships but make some real custom soldiers as ships.I agree with this, if im reading this right. Can we make our 'ships' look like more realistic persons, etc. Like Metal gear but better graphics lol. Steal something from Infantry xD (Sorry for double post but Im too lazy to edit)
VoidStalker Posted May 31, 2004 Report Posted May 31, 2004 Seriously, if Vile made Jav the newbie ship (which it is ) and made the warbird have the sets and the wb have jav sets ALOT (and I mean alot!) of people would complain! You may of misunderstood me, or I misunderstand you, or you accidently said sets when you didn't want to. I am not saying to switch the sets of the ships. The Javelin is recognized as the commando and the WB the GI, when it should be the Javelin being the GI, and the WB the commando. NOT the actual sets, just the name/rank/whatever you call it. It makes complete sense, I am not saying the jav is a newb ship. Although i definately know its a newb ship, i never said it until now
VoidStalker Posted June 1, 2004 Report Posted June 1, 2004 haha, i see. Well in that case, change that name problem vile.
The Maurauder Posted June 1, 2004 Report Posted June 1, 2004 Don't kill my weasel! Besides what good is shrap on an EMP? If you give a ship shrap give it to a bomber, not a strike craft. The Weasel veretan ability should be stealth and or cloak.
Vile Requiem Posted June 2, 2004 Author Report Posted June 2, 2004 The only ships that are "finalized" right now are the wb through levi, and the shark. Weasel's just sorta there
»Maverick Posted June 2, 2004 Report Posted June 2, 2004 Love it Vile. But I disagree with Mmaverick on changing soccer. Why would you want to change that? thats changing the sole purpose of 17th parallel and making it any old generic flag game.I was only asking vile if he was to change the soccer game too -MMaverick
kill Posted June 3, 2004 Report Posted June 3, 2004 - Sounds really good vile. I think it will be even better if you don't use the default subspace ships but make some real custom soldiers as ships. - I doubt if the greening for extra specials is a good idea. I never liked it. Maybe greening for extra shrapnel or for extra energy is a better idea then a whole extra special like anti. - Will there still be soccer with these setts, or is 17th parallel going to be battle only with these setts in your ideas? (Like capture the flag) - I also think you will be needing a real vietnam map to go with this, so that the tileset is way different then the current one. -MMaverick mavrick ur avatar is AWSOME!!!!
DaKillaRoach Posted June 3, 2004 Report Posted June 3, 2004 Nah takes too long Now back on track! Vile you going to make new graphics for the new ships?
Rixsta Posted June 3, 2004 Report Posted June 3, 2004 Yeah graphics would be cool, but wouldn't they take a while? ---as for the weasel with shrap i thought it would be kinda rubbish too, but in Ms2 the weasel with shrap on an EMP is pretty neat.
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