Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 22, 2024, 01:09:03 PM
News:
Trouble in Terrorist Town
?
Site here
,
forum here
.
Zombie Master
|
Other
|
Trouble in Terrorist Town
| Topic:
Detective Upgrade Idea- Killswitch
Pages: [
1
]
Author
Topic: Detective Upgrade Idea- Killswitch (Read 7649 times)
Raneman
Poster
Posts: 219
Shitposter
«
on:
December 24, 2010, 02:30:01 PM »
The killswitch allows for three people selected by your DNA scanner to be blown up remotely, provided you scanned THEM and they are still alive. Would force traitors to get creative in avoiding the detective, and giving the detective some more authority and making him feared again.
Datastream
Poster
Posts: 50
«
Reply #1 on:
December 24, 2010, 02:41:13 PM »
TROLOLOLOL WILSON. :D
Honestly, it's a stupid idea. This would basically mean that detective becomes to OP and flaregun becomes a must have. That was the serious response.
Unserious response that sums up this thread: This is the stupidest fucking idea yet on the ttt forums.
«
Last Edit: December 24, 2010, 02:44:44 PM by Datastream
»
I'd like to learn some mapping.
EpicBox
Poster
Posts: 165
ZE EPIC BAWKZ IZ CUMING FOR YA.
«
Reply #2 on:
December 24, 2010, 02:43:10 PM »
did you took some beers last night?
There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
DemiGod
Build Tester
Posts: 1289
Nimble as a pregnant cow
«
Reply #3 on:
December 24, 2010, 08:01:07 PM »
Quote from: Raneman on December 24, 2010, 02:30:01 PM
The killswitch allows for three people selected by your DNA scanner to be blown up remotely, provided you scanned THEM and they are still alive. Would force traitors to get creative in avoiding the detective, and giving the detective some more authority and making him feared again.
You really are trying to give axemen a run for his money aren't you?
Quote from: Weighted Companion Cube on April 13, 2010, 12:25:53 AM
I hate all of you
Quote from: Pastor on July 09, 2010, 01:26:57 AM
Nah, more like demigod isn't self centered and he is legality cool guy.
Mr. Gash
Poster
Posts: 382
www.nonerdsjustgeeks.com
«
Reply #4 on:
December 25, 2010, 01:02:39 AM »
What are you smoking? It must be good.
shutup9100
Build Tester
Posts: 4600
In the name of The Empreror I would tap dat ass
«
Reply #5 on:
December 25, 2010, 06:08:36 AM »
I have an idea for a Traitor equipment item:
The "I Win" buttion, it costs a credit and is pretty much self explanatory.
Quote from: Shadow_Archmagi on February 23, 2010, 05:06:18 PM
del>my Kiwi's grandmother WAS THE TITANIC
Quote from: Ajunk on February 23, 2010, 05:36:37 PM
Mine was the iceberg.
Manmax75
Poster
Posts: 254
Programming Guy
«
Reply #6 on:
December 25, 2010, 09:52:22 AM »
Nah, just give the traitor the ability to ban, kick and perma
Ride Forward and Thrust Your Pelvis In The Dark Void. The One Induced By Pleasure Yet Cast By The Bigger Picture.
DemiGod
Build Tester
Posts: 1289
Nimble as a pregnant cow
«
Reply #7 on:
December 25, 2010, 10:21:52 AM »
Quote from: Manmax75 on December 25, 2010, 09:52:22 AM
Nah, just give the traitor the ability to ban, kick and perma
you forgot slay
Quote from: Weighted Companion Cube on April 13, 2010, 12:25:53 AM
I hate all of you
Quote from: Pastor on July 09, 2010, 01:26:57 AM
Nah, more like demigod isn't self centered and he is legality cool guy.
Raneman
Poster
Posts: 219
Shitposter
«
Reply #8 on:
December 25, 2010, 04:04:47 PM »
Either way, a killswitch in some form would be pretty good, like some type of explosive.
Vegi
Poster
Posts: 17
Fuck yeah
«
Reply #9 on:
December 25, 2010, 09:50:57 PM »
How bout something like a c4 you place on another person without a timer, for the detective, that if you get word of them being a traitor and your suspicious of them before that, you place it on them and once you figure out that they are a traitor you just remotely detonate. some cons would be it only works within 1000 feet/meters of your target or it gets taken off if the person falls and is dropped on the ground near where they fell(only if they took 20+ damage) and can be shot and blown up. otherwise, it is not noticeable.
Mr. Gash
Poster
Posts: 382
www.nonerdsjustgeeks.com
«
Reply #10 on:
December 25, 2010, 11:41:56 PM »
Quote from: Vegi on December 25, 2010, 09:50:57 PM
How bout something like a c4 you place on another person without a timer, for the detective, that if you get word of them being a traitor and your suspicious of them before that, you place it on them and once you figure out that they are a traitor you just remotely detonate. some cons would be it only works within 1000 feet/meters of your target or it gets taken off if the person falls and is dropped on the ground near where they fell(only if they took 20+ damage) and can be shot and blown up. otherwise, it is not noticeable.
overpowered.
and no detective needs to remotly kill someone. get a gun and do it.
Darkest_97
Poster
Posts: 286
Hi.
«
Reply #11 on:
December 26, 2010, 12:33:30 AM »
TTT is never going to include remote detonating people.
Moosey
Poster
Posts: 10
«
Reply #12 on:
January 09, 2011, 05:55:59 AM »
I lol'd when I read the above posts.
You might aswell just attach a c4 to everyone, and everyone dies on spawn?
TheSlyder
Poster
Posts: 12
«
Reply #13 on:
January 09, 2011, 06:00:45 AM »
You guys are taking this thing to absurd heights.
Is it overpowered? Sure. But likening it to an "auto-win" button? It's like I'm talking to kindergarteners.
Consider the fact that one would have to find out who the traitor was before tagging them, then detonating them.
While I think forcing traitors to cover their tracks better is a GREAT thing, this is useless. If you know who a traitor is, call them out as detective and shoot them. It would be significantly less efficient to pretend not to know they were "it" only so you could tag them and blow them up later.
In fact, having said that, it's not even overpowered, it's just pointless, but with a little thought, it could be converted to a pretty interested Traitor weapon.
Tagging an unsuspecting innocent (Maybe with an added difficulty somehow, like having to hold the button down on them for a few seconds. Something that can prove quite difficult with most innocents) and detonating them later when they're in a cluster to take out several innocents at once? Sounds like a pretty cool weapon.
It would just need to be tested and tweaked adequately.
DemiGod
Build Tester
Posts: 1289
Nimble as a pregnant cow
«
Reply #14 on:
January 09, 2011, 06:35:32 AM »
Quote from: TheSlyder on January 09, 2011, 06:00:45 AM
-SNIP-
I lol'd
Quote from: Weighted Companion Cube on April 13, 2010, 12:25:53 AM
I hate all of you
Quote from: Pastor on July 09, 2010, 01:26:57 AM
Nah, more like demigod isn't self centered and he is legality cool guy.
Major Binkx
Poster
Posts: 20
«
Reply #15 on:
January 16, 2011, 02:27:16 AM »
I don't find it overpowered- I find it underpowered. As it is intended right now, it wouldn't be effective at killing traitors, but as a lot of rdm. And if a traitor picked it up... well that's a lot of free kills. I find it really pointless other than if someone wants to completely ruin a round. And considering you'd have to blow all 3 up at the same time, even if youknew one was a traitor, well, more rdm.
On the otherhand, it's overpowered and more rdm if used late game and like 3 people are left with the detective. You could try blowing them all up, provided they didn't shoot you while you scanned them.
I don't see this working well, in other words.
bigbadboo
Poster
Posts: 287
«
Reply #16 on:
January 16, 2011, 02:21:16 PM »
Can we have this locked? Its a fail idea we get it.
Raneman
Poster
Posts: 219
Shitposter
«
Reply #17 on:
January 16, 2011, 04:48:41 PM »
This thread was a great laugh, thanks guys!
Pages
: [
1
]
Zombie Master
|
Other
|
Trouble in Terrorist Town
| Topic:
Detective Upgrade Idea- Killswitch
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Other
-----------------------------
=> Trouble in Terrorist Town
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Powered by SMF 1.1.21
|
SMF © 2015, Simple Machines
Page created in 0.01 seconds with 18 queries.
Loading...