Radar Jammer,Molativ Cocktail, and others...

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
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Zaki90
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Radar Jammer,Molativ Cocktail, and others...

Post by Zaki90 » Sun Aug 30, 2009 8:19 am

The radar jammer would be a control point with this attached.
Model:
http://www.garrysmod.org/downloads/?a=view&id=50700

It's purpose would cause the mini map on the opposite team to just show static.
Static:http://www.mywebpower.com/myspace-profi ... .thumb.jpg

The radar can be broken and repaired.
It would add strategy as well force people not to turtle up.

-----------------------------

Also, I would like to see a Stealth Rebel or maybe a Commando Rebel who has the ability to create dynamite. Dynamite would be the model used in Gmod. It would explode by a explode button on the Commando Rebel ability menu.

The Commando Rebel should also have a Molativ Cocktail similar to one in L4D. Once used, it would light up a wall of fire. Combine soldiers will not pass through but zombies will pass through and burn. The fire should last 10 seconds. The final ability would be a Bug bait which is used to draw 5 antlions is within the line of sight of the Commando on your side to assist you. It recharges every minute.

The combine equivalent would be the Combine Assassin model and would have a sabotage option as well as a SLAM option. The final ability is the carpet bomb, in which a Combine Helicopter would fly through and carpet the area that is within the line of sight of the assassin selected with bombs. Recharges every minute and a half. The bombs have no effect on buildings.
---------------------------

Also, the Rebel engineer should have the ability to create sandbags such as the ones in DoD:S as well as bunkers.

Bunkers of course would take longer, but provide better defense as well as a resistance turret. The bunker can be destroyed by a single grenade.

----------------------------

____________________________
Rebel:

_____________________________
-------------------------------
Outbreak(Tier 1)-
-------------------------------
Armor:

Rebel Vest-5% damage reduction for all rebel engineers,fighters,commandos.Leads to Camo Rebel Vest or Urban Rebel Vest.

Scrap Metal Welding- (Requires Scrap Yard)All vehicles 10% more health points. (Leads to Metal Reinforcement)

Plaster Walls- All buildings hit points increased by 10%. Upgrades to Brick Walls.

Weaponry:

Sub-Machine Gun- Rebel fighters equipped with SMGs. (Leads to AR-2)

Iron Sights- 10% accuracy increase for rebel fighters, engineers, and commandos. (Leads to Red-Dot Sight)

Vehicles:

Scout Jeep- A quick, weak vehicle used to scout out the map.Only attack is to run over.(Leads to Armed Jeep)

Units:

Rebel Fighter- Backbone of the Resistance. Can be upgraded to a Medic or Elite.
Medic- Can heal other allied troops.
Veteran- Can equip AR-2 and bullet proof vest, accuracy and damage increased.

Rebel Engineer- Make construction and defenses. Can be upgraded to Elite Engineer or Repairman.
Elite Engineer- Buildings built faster.
Repairman-Repairs vehicles and buildings faster and can overclock vehicles to make
them better.

Buildings-

Outpost- Can build Engineers. Can be upgraded with Electric Generator,Guard Tower, and Garage.(Leads to
Base)
Electric Generator- Increases production speed of all nearby buildings.(Leads to Gas Powered
Generator)
Guard Tower- Garrisoned troops can fire at enemies from inside.( Leads to Armed Guard
Tower)
Garage- Scout Jeep built here. Vehicles can garrison to be protected from damage.( Leads to
Advanced Garage)

Training Camp-Creates Rebel Fighters(Leads to Barracks)

Scrap Yard-Repair vehicles to 50% health. Required to build vehicles. Tier 1 Vehicle upgrades researched here.(Leads to Workshop)

Scout Tower- Alerts a sound if a enemy unit is close. ( Leads to Sniper Tower )

----------------------------------
Rebellion(Tier 2)-
----------------------------------
Weaponry:

Red Dot Sight- 20% accuracy increase. ( Leads to Laser Pointers)

Gas Powered SMG - 10% damage increase. ( Leads to Electric Power Pulse AR-2)

Shotgun- Rebel Commandos equipped with Shotgun. ( Leads to Spas 12)

Units:

Rebel Commando- Stealth Units, can use Molotov Cocktails and Dynamite. Also has Bug bait ability.Can be
upgraded to Rebel Infiltrator or Rebel Antlion Tamer.
Rebel Antlion Tamer- Can use bug bait to attack enemy. 3 abilities, Follow,Charge,
and Summon recharge every 10 seconds.
Rebel Infiltrator- Can spy on enemy production when garrisoned in enemy buildings
and with a Camo suit can camouflage and sneak closer in for a silent
kill.
Rebel AT Fighters- The ultimate Anti-Tank infantry for close range encounters. Equipped with sticky grenades
and a grenade launcher.
http://www.garrysmod.org/downloads/?a=view&id=53685

Buildings:

Rebel Base- Increased health. Rebel Engineers built here. ( Leads to Rebel Headquarters) Can be upgraded with
Medical Station- Garrisoned lands units heal. ( Leads to Hospital)
Advanced Garage- Builds Tier 2 vehicles. ( Leads to Vehicle Depot)
Armed Guard Tower- Guard tower equipped with turrets.
Gas Powered Generator-Greatly increases production speed of all nearby buildings.(Leads
to Pulse Powered Generator)

Workshop-Tier 2 vehicle upgrades researched here. Vehicles repaired to 75% health.(Leads to Advanced
Vehicle Workshop)

Barracks- Tier 2 land unit upgrades researched here. Rebel Commandos and Rebel Fighters created here.
( Leads to Military Academy)

Bunker- 4 land units can garrison and fire from this location using their own weapons. ( Upgrades to Advanced
Bunker) Can also upgrade to
Heavy Bunker- Bunker has increased health and armor.(Upgrades to Advanced Heavy Bunker)
Medical Bunker Bunker can heal garrisoned troops. (Upgrades to Advanced Medical Bunker)

Armor:

Metal Reinforcement- 50% more Hit points for vehicles.

Camouflage suits- Rebel Commandos and Stealth Rebel Sniper are invisible when in stealth mode.

Leather Vest-15% damage reduction for all rebel engineers,fighters,commandos.
----------------------
Organization(Tier 3)-
----------------------
Weaponry:

Poison Bolts- Snipers with crossbows inflict damage gradually after initial blow.

Spas 12- Automatic shotgun for Rebel Infiltrators.

Laser Pointers- Accuracy increased by 30%

RPG Rebel AT Fighters equipped with RPGs.

Electric Power Pulse AR-2- 10% damage increase in units equipped with a Pulse Rifle.

Pulse Rifle- Elite Rebel Fighters equipped with Pulse Rifle.

Combine Sniper- Rebel Snipers upgraded with a Combine Sniper.
http://www.garrysmod.org/downloads/?a=view&id=64166

Armor:

Bullet proof vest: 20% damage reduction for all rebel engineers,fighters,commandos.

Metal Fortification- Vehicle hit points doubled.

Brick Walls- All buildings resistant to fire. 20% in building hit points.

Units:

Rebel Sniper- Sniper equipped with crossbow. Can be upgraded to Elite or Stealth.
Elite Rebel Sniper- Accuracy increased by 20%.
Stealth Rebel Sniper- Sniper can camouflage.

Vehicles:
Armed Jeep- Used for recon and has a turret with a gunner. Can upgrade to a Heavy
Jeep or a Transport Jeep.
Heavy Jeep- It has tin armor plates covering the sides and the back for extra protection.
Can hold 1 person (not including the driver and gunner who cannot get out) Slower than the
others by 10%.
Transport Jeep- Can hold 4 people.(not including the driver and gunner who cannot get
out)

Buildings:

Rebel Headquarters- Increased health. Rebel Engineers built here. Can be upgraded with

Hospital- Garrisoned and nearby units healed. (Garrisoned units heal faster)
Vehicle Depot- Builds Tier 3 vehicles
Pulse Powered-Greatly increases production speed of all nearby buildings.
Radar- Picks up nearby enemy units in stealth.

Advanced Vehicle Workshop/u]-Tier 3 vehicle upgrades researched here. Vehicles repaired to 100% health.

Military Academy- Tier 3 land unit upgrades researched here. Rebel Commandos and Rebel Fighters created
here.

Advanced Bunker- 4 land units can garrison and fire from this location using their own weapons and 2 turrets.
Heavy and Medical bunkers advance to-
Advanced Heavy Bunker- Bunker has more health and armor.
Advanced Medical Bunker Bunker can heal faster.
_______________________
Combine:

________________________
--------------------
Tier 1
------------------
Weaponry:

Shock Pistol- Shock Metro-cops equipped with Shock Pistol

Utility Belt- Metrocops can now hold 1 Manhack. ( Upgrades to Advanced Utility Belt)

Sub-Machine Gun Metrocops equipped with SMG.

Armor:

Leather Suit- Metrocops and Combine Soldiers have 10% more resistance to bullet damage.

Reinforced Metal- Combine buildings have 10% more hit points.

Misc. Upgrades:

Night vision- Increased line of sight for units in dark environments.

Riot Shield Shock Metrocops equipped with a Riot Shield.
http://www.garrysmod.org/downloads/?a=view&id=46549


Buildings-

Station- Vortigaunt Slaves made here. (Upgrades to Command Post) Raw troops can be converted here.
Satellite Receiver- Enables Mini-map to see minimal detail in fog of war. ( Terrain only)
Scout Tower- Scouts for nearby enemies and alerts you.

Deployment Complex- Metrocops, Scanners, and Manhacks built here.( Upgrades to Advanced Deployment
Complex) Raw troops can be converted here.

Enslavement Center- Enslaved units can be changed into troops here. ( Upgrades to Advanced Enslavement Center)

Scout Bunker- Can scout nearby enemy units and alerts you.(Upgrades to Armed Bunker)

Units:

Combine Metrocops- The most basic infantry, (Upgrades to Combine Soldier)Can arrest enemies Can also
upgrade to:
Shock Metrocop - Can stun and sometimes kill enemies. Can arrest enemies.

Vortigaunt Slave- The basic worker unit. Only attacks with hands. Builds Tier 1 and some Tier 2 buildings.(Can upgrade
to Stalker)

Combine Scanner- The basic scout unit. Can use the "Explore" button to scout by itself.

Combine Manhacks- Created in groups of 6, can only fly low. Cannot attack buildings, but can attack
garrisoned units.
-----------------------------
Military Regiment (Tier 2)
----------------------------
Weaponry-

Heat-Seeking Missiles- APC missiles can follow troops.

Armor-

Utility Belt- Metrocops can now hold 1 Manhack. ( Upgrades to Advanced Utility Belt)

Anti-Contaminant Suit - The Trans-human Sector ( Metrocops and Combine Soldiers) can walk through radioactive waste
without damage.
Political and Military Powers (All require Council Hall)


Military Involvement- Combine Soldiers, APCs, and the Trans-human Troop Garrison can be created. ( Leads to
Desperate Measures) ( Requires Council Hall)

Political and Military Powers:

Propaganda- (Minor) Increased output of all buildings, but increased morale for Rebels.

Brainwash- (Minor) Increased rate of enslaved troops to raw troops, but higher chance of rebellion.

Human Rights- (Minor) Lesser chance of rebellion when arrested, but decreased rate of enslaved troops to raw troops.

Train System- (Minor) Allows Train Station and Train Rails to be constructed. 5 transhuman units are transported every 5
minutes (can choose which units) Costs 5 resources each 5 minutes. (Upgrades to Razor Train
System)

Units:

Stalker- Used to build some Tier 2 and Tier 3 buildings. Used to upgrade. Can repair vehicles and robots.


Buildings-

Command Post- Vortigaunt Slaves made here. (Upgrades to Imperial Command Post)
Satellite Dish- A satellite dish is placed on top of Command Post.( If Satellite Uplink is researched, the Air
Strike Power is enabled) (Upgrades to Satellite Tower)
Council Hall- Allows for economic and military aspects to be controlled.

Trans-human Troop Garrison- Metrocops and Combine Soldiers can be created here. Raw troops can be converted here.

Advanced Deployment Complex- APCs,Scanners and Manhacks built here.

Advanced Enslavement Center- Enslaved units can be changed into raw troops here faster than the previous.

Armed Bunker- Can scout nearby enemy units and alerts you. Equipped with a mounted heavy AR-2 ( Upgrades to Heavy Armed Bunker)

-----------------------------
Dominion(Tier 3)
-----------------------------
Weaponry:



Biological Warfare- Biological weapons and powers are enabled ( Some powers and weapons require other upgrades) (
Requires Advanced Biotechnology)
Scientific Upgrades-


Advanced Biotechnology- Striders, Hunters, and Heavy Vehicle Factory can be created. (Required to make Biological
Warfare)

Political and Military Powers:

Desperate Measures- (Major) Striders, Hunters, Elite Combine Solider, the Elite Troop Garrison, and Mortar Bunker can
be created. (Requires Imperial Council Hall)

Propaganda- (Minor) Increased output of all buildings, but increased morale for Rebels.

Brainwash- (Minor) Increased rate of enslaved troops to raw troops, but higher chance of rebellion.

Council of Advisers- (Major) Brainwash and Propaganda is more effective but transitions require more time.

Human Rights- (Minor) Lesser chance of rebellion when arrested, but decreased rate of enslaved troops to raw troops.

Combine Overwatch- (Major) Requires 30 resources per every five minutes.(Requires Radio Station and Satellite Uplink)
Alerted when troop dies and when an enemy troop is near anything of yours and without
cost. Automatically dispatches a scanner to investigate. Increased line of sight for all units
and buildings.

Train System- (Minor) Allows Train Station and Train Rails to be constructed. 5 transhuman units are transported every 5
minutes (can choose which units) Costs 5 resources each 5 minutes. (Upgrades to Razor Train
System)

Razor Train System- (Minor) (Requires Train System) 2 transhuman units are transported every minute (can choose
which units) Costs 10 resources each 5 minutes.

Super Portal- (Major)(Requires Satellite Tower, Satellite Uplink, Desperate Measures, Dark Energy Generator) Transports 1 major Synth, 2 minor Synths,10 transhuman soldiers, and 10 robots ( You choose units) every 5 minutes. Costs 1000 resources
to build and 100 resources every 2 minutes to maintain.


Buildings:

Imperial Command Post- Vortigaunt Slaves made here. (Upgrades to Imperial Command Post)
Satellite Tower- A satellite dish is placed on top of Command Post.( If Satellite Uplink and Biological
Warfare is researched, then the Headcrab Shelling power is enabled.
Strike Power is enabled)
Imperial Council Hall- Allows for economic and military aspects to be controlled. ( Required for Council of Advisers and Desperate Measures to be researched.


Heavy Armed Bunker- Can scout nearby enemy units and alerts you. Equipped with two mounted heavy AR-2's( Can
upgrades to Anti-Antlion Bunker or Armed Mortar Bunker)
Anti-Antlion- Has a Combine Thumper can be toggled off and on as well as two mounted
heavy AR-2's.
Armed Mortar Bunker- Contains a Mortar which can be fired and aimed with. (
Undefined Range)




Train Station- (Requires Train System) Place where troops are dropped off. Must be connected to supply point)

Train Rails- (Requires Train System) Connects a train station to a supply point

Dark Energy Generator Gives power to nearby buildings, giving them decreased production times. Also is needed to create Synth Factory and power Combine Super Portal. If destroyed, Combine Super Portal collapses.





Armor is considered the resistance to damage.

When arrested, rebels and Vortiguants can be enslaved. Vortiguants become Slaves and Rebels become Combine Soldiers or Metrocops depending on upgrade.
Last edited by Zaki90 on Tue Jul 20, 2010 9:51 pm, edited 16 times in total.

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Re: Radar Jammer,Molativ Cocktail, and others...

Post by Discrate » Sun Aug 30, 2009 8:40 am

Nice suggestions.

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Re: Radar Jammer,Molativ Cocktail, and others...

Post by ixidron » Sun Aug 30, 2009 9:52 pm


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Jenks
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Re: Radar Jammer,Molativ Cocktail, and others...

Post by Jenks » Mon Aug 31, 2009 5:54 am

I like this guy's suggestions about the Upgrades the most.
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:

http://www.megaupload.com/?d=K8WABW4W

HL2Wars: Revolution Thread:

http://www.hl2wars.com/forum/viewtopic.php?f=5&t=766

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Re: Radar Jammer,Molativ Cocktail, and others...

Post by seantheman » Tue Sep 01, 2009 2:45 pm

I never saw anyone use a red dot sight in hl2. These upgrades should be rare, like only a few red dot sights are available (To make the whole thing seem like they are scavenging materials seem more prominent and make the game play a lot deeper and unique) and when a weapon is upgraded with a red dot sight (or whatever) and then the soldier dies the weapon should be dropped and other soldiers would be able to pick it up so that it can be used again. This would stop people just throwing their best men at the enemy and it would actually be tactical.

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mechaelite
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Re: Radar Jammer,Molativ Cocktail, and others...

Post by mechaelite » Thu Sep 03, 2009 9:20 pm

a lot of good suggestions and the best of all a lot of them are possible, like the molotov in the hl2 beta was a molotov swep, rebels used it (you too of course) and when it exploded all the street burned like the hell! was freggin powerfull (but very laggy too D:)
my first signature made by me:
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Zaki90
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Re: Radar Jammer,Molativ Cocktail, and others...

Post by Zaki90 » Fri Sep 04, 2009 10:06 pm

seantheman wrote:I never saw anyone use a red dot sight in hl2. These upgrades should be rare, like only a few red dot sights are available (To make the whole thing seem like they are scavenging materials seem more prominent and make the game play a lot deeper and unique) and when a weapon is upgraded with a red dot sight (or whatever) and then the soldier dies the weapon should be dropped and other soldiers would be able to pick it up so that it can be used again. This would stop people just throwing their best men at the enemy and it would actually be tactical.
The SMG has a red dot sight. Image

It could be done like in Company of Heroes, in which only the squad has the weapon, but if they die, another squad can come pick it up.
mechaelite wrote:a lot of good suggestions and the best of all a lot of them are possible, like the molotov in the hl2 beta was a molotov swep, rebels used it (you too of course) and when it exploded all the street burned like the hell! was freggin powerfull (but very laggy too D:)
In L4D, the Molotov does not have any lag.

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Re: Radar Jammer,Molativ Cocktail, and others...

Post by Jenks » Sat Sep 05, 2009 2:19 am

Zaki90 wrote:
seantheman wrote:I never saw anyone use a red dot sight in hl2. These upgrades should be rare, like only a few red dot sights are available (To make the whole thing seem like they are scavenging materials seem more prominent and make the game play a lot deeper and unique) and when a weapon is upgraded with a red dot sight (or whatever) and then the soldier dies the weapon should be dropped and other soldiers would be able to pick it up so that it can be used again. This would stop people just throwing their best men at the enemy and it would actually be tactical.
The SMG has a red dot sight. Image

It could be done like in Company of Heroes, in which only the squad has the weapon, but if they die, another squad can come pick it up.
mechaelite wrote:a lot of good suggestions and the best of all a lot of them are possible, like the molotov in the hl2 beta was a molotov swep, rebels used it (you too of course) and when it exploded all the street burned like the hell! was freggin powerfull (but very laggy too D:)
In L4D, the Molotov does not have any lag.
L4D runs off a better Source Engine, which fixes the lag.
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:

http://www.megaupload.com/?d=K8WABW4W

HL2Wars: Revolution Thread:

http://www.hl2wars.com/forum/viewtopic.php?f=5&t=766

Zaki90
Posts: 77
Joined: Thu Jan 01, 2009 10:30 pm
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Re: Radar Jammer,Molativ Cocktail, and others...

Post by Zaki90 » Mon Oct 12, 2009 4:48 pm

I am nearing completeion. Is there anyone that has anything to add?

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Re: Radar Jammer,Molativ Cocktail, and others...

Post by Discrate » Wed Oct 14, 2009 4:35 am

Wow alot of ideas and suggestions here Zaki90, nice work :)

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Re: Radar Jammer,Molativ Cocktail, and others...

Post by St3althPyr0_37 » Wed Dec 30, 2009 5:37 pm

Some very good ideas in there, nice work
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