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Reinventing Worms

Posted: Fri Sep 12, 2014 8:34 am
by Align
Right now worms are the worst part of dealing with biters; there's no way to avoid getting hit, so it doesn't really feel like I can deal with them in a skilful way, but you have all the time in the world to repair and regenerate while they sit there, waiting to die.

I was thinking they should be mobile by tunneling underground, but change their shots to be dumb-fire rather than homing, though they should probably deal splash damage to compensate for the projectile speed. This would also make them effective against player defences, turret creep especially, while allowing an attacking player to dodge (if you're moving fast enough anyway). But since they outrange turrets, don't make them join the biter swarms in attacking the player; that is, they'd follow the player once stirred from their nests, but not go attack on their own, pollution or no.

Re: Reinventing Worms

Posted: Fri Sep 12, 2014 9:45 am
by ludsoe
I tried this with the MoCombat mod, changing the projectiles to dumb fire like the shotgun breaks everything. As you cant set them to no collide with biters only. (Not enough fine control over collisions.)

Re: Reinventing Worms

Posted: Fri Sep 12, 2014 10:40 am
by SteelGiant
ludsoe wrote:I tried this with the MoCombat mod, changing the projectiles to dumb fire like the shotgun breaks everything. As you cant set them to no collide with biters only. (Not enough fine control over collisions.)
Isn't the effect you want for the worm projectiles not the shotgun pellet effect, but more like a very short lived version of the poison capsule effect?

The worm attack should fly over everything until it lands, then explode splashing everything.