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Invert Singu explosion!

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Skasi
What?
Turn the Singularity Reactor explosion into an implosion! All it needs is a couple small number changes. For extra eye candy a new effect would be cool too.


(Ignore the explosion effect in the gif, just watch at the parts getting sucked in. Maybe there should've been some heavier units that survive the explosion.)

Why?
Because Wyvern has this too. Because it's awesome. Because Singu is special. Because no other mod/game I know has this.

B-b-but!
Units might be pulled into a lake that is created when singus die. That's not really bad though, it can add to the game. Maybe an implosion should even create a hill rather than a hole, hmm.. this might cause controversy.

Thank you.
+7 / -0
9 years ago
why not have it as a block hole that pulls units/buildings into it and destroys them when it dies? but only the units and buildings of the guy who made the reactor i suggested this earlier in the "why am i banned" thread to see if there was a way to remove it's trolling aspect whilst making it cooler to use/destroy
+0 / -0
9 years ago
Let it spawn a permanent gravity source on destruction
+1 / -0
9 years ago
quote:
Let it spawn a permanent gravity source on destruction

WHO RELEASED A SINGU?
AI CALL THE SHUTTLE! FFS!
+1 / -0
9 years ago
dude.. i can't even begin to think of how awesome this would be once fully implemented. damnit what can i do to make this happen!
+0 / -0
FIrankFFC
9 years ago
There was modoption to make it do blackhole once
+0 / -0
Skasi
9 years ago
Singu is a bit cheap for any massive permanent effects. Sounds like performance would die. An option for massive semi-permanent gravity fields would be superweapons, but that's a completely different topic.
+0 / -0

9 years ago
A temporary (20s-1min) gravity field would be cool though, could add to gameplay.
+2 / -0
9 years ago
I'm actually thinking 35 seconds (why thirty five? because five seconds adds extra effect for when it fades out and the thirty seconds should provide ample time to see that it's happening and try to pull out your units before they get sucked into oblivion) but then what should the radius of the pull be? and how close do the actual units have to be before they start being torn apart? also what should be the radius for it to pull in buildings and destroy them?
+0 / -0

9 years ago
quote:
A temporary (20s-1min) gravity field would be cool though, could add to gameplay.


A black hole missile for the silo.
+1 / -0

9 years ago
quote:
also what should be the radius for it to pull in buildings and destroy them?

Impulse does not work on buildings.
+0 / -0
I like your ideas, but i think those principles could be combined with Magicka's Vortex!


A dead singularity's vortex's pull could grow slowly over time before collapsing, giving you time to micro units away. Buildings inside the vortex's AoE would suffer heavy DPS.

Singularities that are within the AoE of an existing Vortex when they die, could boost the maximum range of the initial vortex half again, and restore the vortex's time-until-dissipation, which would make singu chain explosions still possible, and possibly even more destructive and cooler!

I wish the Placeholder's black-hole weapon had the above behavior. It would allow multiple placeholders to make a much larger black hole!
+0 / -0

9 years ago
quote:
Buildings inside the vortex's AoE would suffer heavy DPS.

Special damages
+0 / -0
well as for it not working on buildings.. why not give it a special type that does? as for the cool "it grows" thing.. i personally whonder how that could be done.. as for the placeholder's weapon couldn't you just link the two (one taking the other into itself) and adding the radius of the feild?
+0 / -0
9 years ago
I would suggest an implosion, sucking all units into the black hole, followed by an explosion, which damages buildings and units alike.
+0 / -0


9 years ago
quote:
I would suggest an implosion, sucking all units into the black hole, followed by an explosion, which damages buildings and units alike.


Definitely doable :D
+0 / -0
9 years ago
ok. so here's what i got for how this works

*at the death point of the singularity reactor by low damage explosion (to kill things like solars to create the effect shown in the image)which is then immediately by a large A,O,E effect occurs pulling in units for approximately 30 seconds damaging units at the center of the A,O,E my guess a good 50(can and should be configurable at any point to allow buffing and nerfing) health points per second.

*at the point of thirty seconds the second animation occurs pulling in the A,O,E into a small ball which turns from black to red any units still in the epicenter are killed immediately (or thrown across the map due to momentum)

*after this point the red ball self destructs in a wave format (like that of a donut shaped blast wave expanding from the point of explosion) the wave of energy will destroy or heavily damage anything in it's path, it could also flatten the area completely. also any debris left from the wave of energy should not survive as that whould create more lag than could easily be compensated for. as for buildings there should simply be an explosion not the death animation for the buildings

once the wave of energy reaches the max radius it will dissipate, ending the epic death of the singularity reactor

secondary notes

*if and only if a second singularity is within the effect of the black hole it will be destroyed and it's black hole should be pulled into the first black hole merging with it duobling the radius of the black hole A,O,E and doubling the radius of the energy wave.

*it could be possible to have a smaller version for the missile silo, though most likely it will be considered that of a nuclear weapon and countered by anti-nuke systems

that concludes what i have, so whats the game plan to put this in?
+0 / -0
Skasi
9 years ago
Sounds very complex. You gonna code that?
+0 / -0
i'm experienced in models, effects, and animations. I can do that part for you guys the question being who can do the coding for the explosion.

note: i use blender for modeling and effects. i have no knowledge of how you guys play out animations but am dead sure it won't be a very hard transition
+0 / -0
USrankAGmukbooks you can expect developers to just jump in and make your idea a thing. They have their ideas and code to mantain. Especially that inverstin singularity explosion is not a very important thing in regards of gameplay and yet it is very complex in a way you want it to happen.

Modelling here wont help you, effects... i suppose could if you want to make new? Animations doesnt matter. Lua coding does and your ability to salvage the old invertsingu splosion modoption.

Generally speaking dont expect anybody to code that unless you will infest a dev with your idea :) Oh and if you want to help to develop ZK overall (like making models, animation, ffx and other things join channel #zkdev and become a developer yourself.

Edit: Spring 91 doesnt support animations from blender. 98 does ... but yeah, we are out of luck basically as EErankAdminAnarchid likes to put it.
+1 / -0
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