This is neat. I don't think it could come anywhere close to being as fun as it was in Section 8, though.
very cool idea. i feel like this could be implemented into the start of invasion map very successfully. looking forward to the ideas that come from it!
I've just added a button activation using a trip mine, two shields and a chain reaction of fusion coils supporting the barricades. It seems to be much more stable/reliable and spawn into place for a second fire after being used once. Also creating a custom power up in the pod with a short use time and super high overshield helps some with the fall damage and won't affect gameplay after landing.
Just a thought, If you made the custom power up also increase player gravity to max would this increase the drop speed? Also I'm sure I heard somewhere that with increased gravity the engine compensates by decreasing fall damage.
It probably would increase the speed only slightly, but it would keep you feet planted firmly enough on it to possibly allow use of armor lock.
I'll give it a try this evening, sounds like it could be good [br][/br]Edited by merge: One more thought I had. First of all, if you wanted to go the trip mine route could it be placed to support the drop pod from below and still blow up correctly or does it have to be on the ceiling? Secondly if you didn't want to use up sheilds you could probably use capture plates as they stop explosions and people can pass through them
I don't think speed increases at all from what I've tried, if anything the drop pod splits up easier. At 50% gravity fall damage is negated, it's still there at 200% and damage actually increases I'm not sure about either of those, but if the second one worked it could be a good route if you wanted to save budget.
I have only had mine work once. I think its the spacing. The diamond that you make. I can't get it to stay. I also can't get them to merge in the new round and not spawning at start part either. I guess I'll just keep trying. Working on them for a map now.