Software Developer for Symbiant Technologies, full time web developer. Mapping and modding since the days of Doom 2. Sci-fi and cyberpunk fan. My most famous map was "co_angst", the first ever combat map for Natural Selection. I have developer a useful little app called "ModMaker" for working with the Source game engine. I am the Lead Developer for "Exterminatus - Rival Species 2" a Warhammer 40,000 mod for Source.

Report RSS Radiation Fields

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I played a couple (more) of hours of Moddb.com this weekend. The pseudo randomly generated items in the game, specifically all the different things they can buff got me thinking about what can be done to spice up my "Radiation Fields" idea ( see Moddb.com )

Various grades of "Critical Hit" could deliver increased pain for a lucky hit. Also levels of "Knockback" could be applied, pushing the hit player further back. Naturally anything than can be buffed can be countered.

A lucky catch is possible, so maybe the catching equivalent of a critical hit, where the player by chance gets increased range or and angle on his catch attempt. Since an unexpectedly overpowered throw could be as bad as an underpowered one i'm not really seeing an equivalent for throwing.

Should these be things players can spend their points on? Pick-up artefacts? Not sure :/

New Power-Up idea, "The Joker" - Earns the player double points in the play when it's collected.

Mutant player ideas; A four armed, catcher. A huge shouldered, ogre-like, thrower. A big, scaly, lizardman, blocker.

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