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Carrier air strike

Revan's Photo Revan 09 Jan 2007

A generals power for USA, maybe level 5. Some planes fly in, towing a giant aircraft carrier, which they will drop onto the target zone, where it'll fall down, crushing anything and sticking into the ground. Also, if possible, stay there untill the game ends. If that's possible the reload time should be high.
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The_Hunter's Photo The_Hunter 09 Jan 2007

:cry:

that so has to go in
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bluejedi's Photo bluejedi 09 Jan 2007

lol - love it :cry:
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Sic's Photo Sic 09 Jan 2007

:cry: Defineately should go in. I support this.
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Slightly Wonky Robob's Photo Slightly Wonky Robob 09 Jan 2007

:cry: rofl

got to go in :ugly:
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E.V.E.'s Photo E.V.E. 09 Jan 2007

Insane XD

Go for it!

- E.V.E.
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Sgt. Rho's Photo Sgt. Rho 09 Jan 2007

Dito
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nova's Photo nova 09 Jan 2007

dito but the carier should be destroyable
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Zancloufer's Photo Zancloufer 09 Jan 2007

What nova said. It needs to be destroyable.
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Sic's Photo Sic 10 Jan 2007

No it shouldn't. It wouldn't be as retarded if it would be destroyable. It should be like Civi buildings when they're destroyed ( Can't walk on them can't build on them )
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Futschki's Photo Futschki 10 Jan 2007

I agree With Sic ...
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Warbz's Photo Warbz 10 Jan 2007

i like sics last post, i agree wit that
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Prophet of the Pimps's Photo Prophet of the Pimps 11 Jan 2007

what the hell were you smoking when you came up with that idea. :loel:
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Sic's Photo Sic 11 Jan 2007

Swiss made "stuff" with swiss chocolate. :loel:
Lol.
Edited by Sic, 11 January 2007 - 12:55.
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E.V.E.'s Photo E.V.E. 11 Jan 2007

You could just plant that in the Enemy Base, and all Build Space would be taken away, and that thing would do an Instant Kill to all Things or not?
And is it Stoppable?

- E.V.E.
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Sic's Photo Sic 11 Jan 2007

Well, I have a suggestion to fix that, If one of the carrying planes is killed, then the Carrier loses balance and falls, taking all carrying planes with it, and damaging the place where it fell. The carrying planes would have helix armor.
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E.V.E.'s Photo E.V.E. 11 Jan 2007

Well, i dont know, if it realy lasts for a whole Game ... what if there are like 5? On a little Map, then the whole Enviroment is spammed of Carriers.Or when like 4 Peoples are 5 Star Generals, quite Rarely i know, then that would mess up some stuff.

Not sure about that ...

- E.V.E.
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Revan's Photo Revan 11 Jan 2007

Well it would have a long reload and I like sics idea of making it fall down when some planes are destroyed, actually it might be nice if it has like 6 planes, for every destroyed one it'd get slower and when 3 are destroyed it falls down. However I agree on making it destroyable, or else in a long game it'd really too much.
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Sic's Photo Sic 11 Jan 2007

Maybe giving it an armor stronger than the ShW warfortress would work. And make it's crushable level the biggest ingame, but smaller than the OMFGlord.
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Sgt. Nuker's Photo Sgt. Nuker 12 Jan 2007

I've seen some crazy ideas for this mod, but this HAS to be one of the craziest I've seen so far. I do agree that it should be destroyable (and pssibly sink into the ground), since the aircraft carrier, even on large maps, would begin to be a huge hassle after 3 or 4 "carrier strikes".


Regards,

Nuker
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Jordan's Photo Jordan 12 Jan 2007

I like the idea. A LOT. Even enough to add on to the idea.

Also, I think the carrier should be destroyable.

Maybe, just to add a little twist, to make you want to destroy the carrier, it will start producing planes to attack enemies.

Perhaps, if we give it a huge impact fx, we could show the carrier embedded in the ground when the dust clears, sticking up at a 45 degree angle? It would lose half carrying capacity when it starts making planes, but the effect would be awesome.
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Sgt. Nuker's Photo Sgt. Nuker 12 Jan 2007

I like the sound of that idea. Maybe the dust created could choke nearby infantry?


Regards,

Nuker
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Zancloufer's Photo Zancloufer 12 Jan 2007

So, 6 planes come in. If 3 or more get shot down, it crashes. I'm not sure about it being able to make planes though :lol:
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Alias's Photo Alias 12 Jan 2007

With all this stuff it'll have to have >5 min cooldown.
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Sgt. Nuker's Photo Sgt. Nuker 12 Jan 2007

I think that a timer of around 7-8 minutes should suffice, though testing with different times (5 and 6 minutes should be a good starting point) might lead to a suitable reload/cool-down time.


Regards,

Nuker
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