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 GW Workers

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jk2pach
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PostSubject: GW Workers   Sat 5 Feb - 19:06

make them drivable and add them a role.

(When the new quest conditions are done, meaning: when there is an alternative when GW Workers are already used).

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Drigonizer
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PostSubject: Re: GW Workers   Sat 12 Feb - 5:26

*removed cause I turned out to be an asshole while posting this*


Last edited by Drigonizer on Sat 12 Feb - 19:25; edited 1 time in total
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vV_O
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PostSubject: Re: GW Workers   Sat 12 Feb - 6:10

mmm when you talk to somebody and they tell you their ideas. Don't make the suggestion your own please.
No more to comment.

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monkeymouse1
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PostSubject: Re: GW Workers   Sat 12 Feb - 6:23

jk2pach wrote:
make them drivable and add them a role.

(When the new quest conditions are done, meaning: when there is an alternative when GW Workers are already used).

Add a role? please elaborate Surprised

By that i meant what are they going to do
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Namorax
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PostSubject: Re: GW Workers   Sat 12 Feb - 14:03

I do not think this would be a good idea:

The players would just ignore the quests to produce their equipment first. and if they get a Quest where they have to activate something first, they have all the time in the world.

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nqp
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PostSubject: Re: GW Workers   Sat 12 Feb - 18:44

maybe you can add that the workers drive all time around .. from factory to factory.. but cant be attacked by zombies .. would be a better enviroment feeling .. and you can add a bus which drives from busstop to busstrop Smile)
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Dark_Warlock
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PostSubject: Re: GW Workers   Sat 12 Feb - 18:50

I don't think the bus or the workers woul move long when there are zombies around ...

A) Guess the zombies would love to take out the busdriver / the pilots to dinner
B) The Driver / The Pilots wouldn't think "Oh, zombies. Cool, but I'll have to go on with my job."

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Namorax
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PostSubject: Re: GW Workers   Sat 12 Feb - 19:22

Well, the Busses could be some kind of Drone. It would just continue doing its job till someone with access codes says "Stop it" or they get broken by some Composites.

But I still dont think this should produce some items. Maybe as a new quest, that would be great^^

[Suddenly the Factory starts the Computers/Drones and the Higher-Ups are like: "Shit! If the Zombies destroy the Drones it will cost us tons of Money! Protect them or we deduct the costs ofr the Drones from your Wages!!"]

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vV_O
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PostSubject: Re: GW Workers   Sat 12 Feb - 19:24

Well, there's kids in the area no? They could be going to school, or they were in school and it's like, "AMG the RC Facility has been breached, possible terrorist attack, school's canceled. Help the kids get out of the district". idk?

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The rset can be a toatl mses and you can slitl raed it whotiut pleborm. Tihs is bseacue the huamn mnid deos not raed eevry lteter by ilsetf, but the wrod as a wlohe.
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nqp
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PostSubject: Re: GW Workers   Sat 12 Feb - 19:29

right that i have in mind .. with suicide bombers ect Smile
joking
but you could add that those kids are from the main scientists.. so you have to protect them otherwise you must face a boss .. or a horde of relevents or you get a terrible effect on whole team .. like dark clouds or something
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PostSubject: Re: GW Workers   Sat 12 Feb - 19:31

I think, after my next game, I shall add a suggestion for a side mission like this.
Bus->crashed->people stranded->defend them->zombies. We'll call it, "Crazy Taxi".

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WHO WAN'S THIS DAWG!?


Once bitten, twice.....zombie
The rset can be a toatl mses and you can slitl raed it whotiut pleborm. Tihs is bseacue the huamn mnid deos not raed eevry lteter by ilsetf, but the wrod as a wlohe.
-END TRANSMISSION-
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nqp
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PostSubject: Re: GW Workers   Sat 12 Feb - 19:34

ye a bus full with hippys crashed and you must defend them.. but you dont see much cause of giant smoke cloud Smile
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PostSubject: Re: GW Workers   Sat 12 Feb - 20:42

nqp wrote:
ye a bus full with hippys crashed and you must defend them.. but you dont see much cause of giant smoke cloud Smile
Nah. We're in the army, we're experienced with marry.J.

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WHO WAN'S THIS DAWG!?


Once bitten, twice.....zombie
The rset can be a toatl mses and you can slitl raed it whotiut pleborm. Tihs is bseacue the huamn mnid deos not raed eevry lteter by ilsetf, but the wrod as a wlohe.
-END TRANSMISSION-
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jk2pach
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PostSubject: Re: GW Workers   Sun 13 Feb - 17:19

-Bus could be quite fun; but for this, I have to work on the model (currently not able to walk, it's a no-animation model, not from me), like I dead for the death animation of the trucks.
-Workers: still have no idea. They would be pure support, of course, but I would like something new and specific.

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Andx667
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PostSubject: Re: GW Workers   Sun 13 Feb - 17:43

make them walking shops, like the supply structure
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Namorax
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PostSubject: Re: GW Workers   Sun 13 Feb - 18:20

How do you pay them? With Bullets? Or do they just "Distribute" Ammo?

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PostSubject: Re: GW Workers   Sun 13 Feb - 18:28

id say if you kill them = drop ammo, 1 random heal item (bandage/vac smting) and 1 random item.)

doesnt seem very usefull for a vehicle but it would be something different then all the ther vehicles.

or make them''deploy'' to a supportive tower. (low damagel ike 50/50)

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Happydappy
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PostSubject: Re: GW Workers   Sun 27 Feb - 10:54

Just make the workers drop ammo or bandages. I think the bus idea would be awesome. But correct me if you must, but could you enter the bus for means of quick travel? Or is it just there for realism?
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PostSubject: Re: GW Workers   Sun 27 Feb - 14:59

It's just there for realism. No really use, atleast as far as I know.

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jk2pach
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PostSubject: Re: GW Workers   Thu 10 Mar - 15:10

I still wonder what really new could be added for them :p

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PostSubject: Re: GW Workers   Sun 20 Mar - 22:11

If you plan to add any more new missions into the game, take these workers as your idea source. if you plan to use them for... self use, make it able to repair or something...

I'm just stating some for ideas. Contribute a lil' more please thanks . Or might as well just remove the workers. They've been in the game doing almost nothing except for the mechanoid facility for like... 30 versions? probably more...

Hopefully we can inspire jk2pach to create more stuff intended to the workers ^^
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Spartan
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PostSubject: Re: GW Workers   Mon 21 Mar - 1:07

Could just make a mini mission with them if you enter them. Like you have to deliver the worker somewhere random to pick up a scientist/whoever and you get rewarded a little exp like 30 maybe? Cause missions that are triggered by entering vehicles (like on GTA San Andreas/ other GTAs) are really fun so i suggest you make them like a mini mission and they are in every base but the ones at mechanoid facility are UN-Drivable.
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PostSubject: Re: GW Workers   Mon 21 Mar - 3:57

I think Gw workers could be used to bring in Equiptment boxes to replace UAV and make a part of like DM or some summoner unit instead of making it drivable and having it to bring in equiptment to the team rather than us having to keep hunting it..
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monkeymouse1
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PostSubject: Re: GW Workers   Thu 24 Mar - 15:10

monkeh wrote:
I think Gw workers could be used to bring in Equiptment boxes to replace UAV and make a part of like DM or some summoner unit instead of making it drivable and having it to bring in equiptment to the team rather than us having to keep hunting it..

The workers are so slow... how you expect them to "run" to the crates and go back to your team members? I'd rather pick UAV if I were you...
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PostSubject: Re: GW Workers   Thu 24 Mar - 17:02

UAV is only good for that but pach can change the movement speed of them. They are only slow cause of that quest since its an escort mission.
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