View Full Version: Fix jails.

Annihilation Community Forums > Suggestions > Fix jails.


Title: Fix jails.


Ross Vernal - December 19, 2010 05:47 PM (GMT)
They should not be unbreakable. It's the least fun part of the mod, but at least in the past, we could do something about it.

Same with airbases, but really, the jails SUCK. SUCK SUCK SUCK SUCK.

Scud - December 19, 2010 08:45 PM (GMT)
Yeah jail walls use to be breakable. Whatever happened to that

<!>bo'sdad - December 19, 2010 10:50 PM (GMT)
I agree 100%, I used to shoot them out so that my team could escape I also hate the newer 40 min time limit. it was supposed to be changed back to 30 min, but hasnt happened yet. but, yes, jails shouldnt be unbreakable.

perrinoia - December 19, 2010 11:59 PM (GMT)
True story... I was thinking that the health of each force field should be linked to one another, like the panels around a deployable bunker... Therefor, if you manage to destroy a force field, the whole thing goes up in smoke.

<!>bo'sdad - December 20, 2010 12:34 AM (GMT)
that sounds great, but dont make it take so many hits that you stand there the whole game trying to destroy it. I think it took 3 or 5 turret killer shots to take it out before.

perrinoia - December 20, 2010 02:07 AM (GMT)
It took a single nuke turret in the past... I believe this should be the case in the future as well.

Ross Vernal - December 20, 2010 07:46 AM (GMT)
I measured it in Tank Shredder rounds, and it took about 2.5 clips to do it or so. Same as what airbases were.

Fully destroyable jails would be nice, too. xD

perrinoia - December 20, 2010 04:52 PM (GMT)
Should it be entirely destructable, or merely stop working after getting damaged?

2Strong - December 20, 2010 05:40 PM (GMT)
QUOTE (perrinoia @ Dec 20 2010, 04:52 PM)
Should it be entirely destructable, or merely stop working after getting damaged?

Make it destructable, about 5 full pbeam shots on turret killer, but not just one nuke. I think it should take some effort to bring down. I think it should basically behave like a deployable bunker. Even spawn could take em down if they insisted enough or banded together with plasma and nades and all...

Ppl can always deploy a new one or try to defend it from being shot if they want to.

<!> Death666 - December 20, 2010 09:44 PM (GMT)
How about making the chance that you go to jail lower as well. Like I said in the other post if someones jail gun malfunctions it still sends you to jail...why!! In my opinion a malfunction should send just their ass to jail not yours.

<!>bo'sdad - December 20, 2010 09:59 PM (GMT)
I would say, make it stop working, that way they cant deploy another one to take is place. just like when you damage a tele and dont destroy it all the way. just make the ff's blow up.

perrinoia - December 21, 2010 03:59 AM (GMT)
So then people could teleport to it but get out right away? What if they deployed turrets all around it... Then it would kill you anyway.

Also, if it's destroyed, but not deleted, shouldn't that mean that it could be repaired?

Personally, I'd rather remove the whole damned thing, and replace the weapon with a tranquilizer gun, which will basically have the same function as stasis spell... However, I think that players in stasis should be shielded by the spell, so they can't move or get damaged while in stasis, but tranquilized players will still take damage despite being asleep. Also, tranquilized players should play a death animation so they are laying down while not able to move, and then get back up when it wears off (if no one killed them yet).

Mork from Ork - December 21, 2010 06:18 AM (GMT)
http://www.youtube.com/watch?v=LHgfOYUWVCY

don't forget to check out the top two comments below the video!

<!>bo'sdad - December 21, 2010 06:21 AM (GMT)
in havoc they had a gun that was like a trank gun, but it slowed you down, it was fun as hell. ok, Ill go with pull it from mod entirely. I hate guys that run aroundand jail people cause they wont fight.

Ross Vernal - December 21, 2010 09:20 PM (GMT)
Pulling it altogether is the best idea I've heard. Any weapon that has worse consequences than killing someone is horribly unbalanced.

I wouldn't mind seeing a dart gun to sub for it, or like... an energy-based gun that fires Indoor Turret rounds. In fact, the latter is probably a better idea AFAIC. I've always wondered why we've never had ion rifles or poison pulse rifles or whatever...

perrinoia - December 23, 2010 07:15 PM (GMT)
Yes, there should be multiple options/modes for the dart rifle...
    Poisonous, with the same damage type as the indoor turret.
    Tranquilizer, immobilizes your character and makes it fall asleep (death animation + observe self in 3rd person).
    RFID Chip, lights up enemies like a beacon, with a range finder visible through walls and shit.
    Stimulator, long range health kit tossing.
    Etc...

Mork from Ork - December 23, 2010 09:19 PM (GMT)
QUOTE (perrinoia @ Dec 23 2010, 03:15 PM)
Yes, there should be multiple options/modes for the dart rifle...
    Poisonous, with the same damage type as the indoor turret.
    Tranquilizer, immobilizes your character and makes it fall asleep (death animation + observe self in 3rd person).
    RFID Chip, lights up enemies like a beacon, with a range finder visible through walls and shit.
    Stimulator, long range health kit tossing.
    Etc...

love it!

perhaps with the tranquilizer, a head shot makes you fall asleep, a body shot makes you slow down? (I dare not say 'laggy' but that may be a better word)


Wildwood - December 23, 2010 11:14 PM (GMT)
Damn Conscientious objectors

perrinoia - December 24, 2010 05:55 AM (GMT)
QUOTE (Mork from Ork @ Dec 23 2010, 09:19 PM)
perhaps with the tranquilizer, a head shot makes you fall asleep, a body shot makes you slow down? (I dare not say 'laggy' but that may be a better word)

While that is entirely possible a dart to the head should either have less effect than a shot to the, let's say ass, due to the hardness of the skull... Either that or it should be deadly, if it pierced the skull in some way.

I think it's best to just let it effect you the same regardless of where it hits you.

However, darts should be smart enough to detect if they've hit enemy or friendly players and release their toxic effects appropriately. In other words, if team damage is off, darts shouldn't effect teammates (accept the stim darts).

2Strong - December 24, 2010 12:49 PM (GMT)
Can you add a vibrator effect to it? :ph43r:

S']['U - December 29, 2010 05:08 PM (GMT)
QUOTE (2Strong @ Dec 24 2010, 12:49 PM)
Can you add a vibrator effect to it? :ph43r:

Just get yourself a girlfriend. user posted image

[df]Ninetails - December 29, 2010 08:33 PM (GMT)
QUOTE (S']['U @ Dec 29 2010, 05:08 PM)
QUOTE (2Strong @ Dec 24 2010, 12:49 PM)
Can you add a vibrator effect to it? :ph43r:

Just get yourself a girlfriend. user posted image

What if she wants a vibrator too?

lawlz - January 11, 2011 04:23 PM (GMT)
Yawn. Make the, "Warden Pack."
Instead of jailing the target with the jailgun, it'll jail the one being obnoxious with the jailgun.

<!>bo'sdad - January 11, 2011 05:28 PM (GMT)
crow can you look at makeing the jails take damage please, this is kind of annoying , as you can tell from the posts here. they used to take 5 shots from the pb to kill a ff.

DaJ4ck3L - January 11, 2011 06:29 PM (GMT)
I'll see what I can do about the jails.

EvilTree{OZ} - January 11, 2011 08:36 PM (GMT)
QUOTE (<!>bo'sdad @ Dec 19 2010, 10:50 PM)
I agree 100%, I used to shoot them out so that my team could escape I also hate the newer 40 min time limit. it was supposed to be changed back to 30 min, but hasnt happened yet. but, yes, jails shouldnt be unbreakable.

i agree with my man bo over here i dont think jails should be unbreakable and yes i also noticed maps are too quick can we get this fixed asap crow thank you :cheers:

perrinoia - January 12, 2011 01:25 AM (GMT)
Too quick? Why I oughta...

lawlz - January 12, 2011 07:26 PM (GMT)
QUOTE (perrinoia @ Jan 12 2011, 01:25 AM)
Too quick? Why I oughta...

Yeah too quick :P
When half of your team is doing nothing but jailing the other team, it makes getting the flag and capping out pretty easy.

(=SK=)Zorak - January 12, 2011 07:31 PM (GMT)
Well that has nothing to do with adding more time to matches.

lawlz - January 12, 2011 08:34 PM (GMT)
QUOTE ((=SK=)Zorak @ Jan 12 2011, 07:31 PM)
Well that has nothing to do with adding more time to matches.

Uhh. Who said anything about adding time to a match? :huh:

Shadowraith - January 12, 2011 10:50 PM (GMT)
uh, tree did. XD
and you defended his position. :roller:

perrinoia - January 12, 2011 11:48 PM (GMT)
QUOTE (lawlz @ Jan 12 2011, 08:34 PM)
QUOTE ((=SK=)Zorak @ Jan 12 2011, 07:31 PM)
Well that has nothing to do with adding more time to matches.

Uhh. Who said anything about adding time to a match? :huh:

QUOTE (EvilTree{OZ} @ Jan 11 2011, 08:36 PM)
i also noticed maps are too quick

lawlz - January 13, 2011 01:11 AM (GMT)
I was going on the idea that they were too quick in reference to jail spamming, which results in 6 minute capouts. :roller:
30 minutes is more than enough time on a map :lol:

Shadowraith - January 13, 2011 01:27 AM (GMT)
your right, 30 minutes is way to much. max should be 5 minutes, otherwise it turns into a ghey stalemate.

lawlz - January 13, 2011 01:31 AM (GMT)
Lmao. Or we could keep the time where it is, abolish the voting system for time extensions / no time limit, and make the jails not lame :D. Solved all your problems B)

perrinoia - January 14, 2011 05:32 AM (GMT)
You know, if I had to choose 30 minute limits or no voting for anyone, I'd totally be OK with 40 minutes.

manimal - January 16, 2011 03:40 AM (GMT)
I can jail n00bs all day long. :drool:




* Hosted for free by InvisionFree