Post by Orion on Jun 23, 2008 11:30:43 GMT -5
Before you play psionic paintball, it's important to do some prep work. You don't want to just log on, start chucking paintballs, and get hit out in about sixty seconds, do you? No, you don't, of course. So, just in case anyone is confused about what you have to do to get ready or unsure of how to do it, I've written this guide.
SHIELDING
Make sure you have a good shield up before you begin the game. You'll want a shield to at least take the brunt of most of the paintballs early on, if not completely deflect/absorb them. But do not make your shield all-powerful; make it so that if it is overwhelmed with paintball hits or something else, it will simply shut down. The game is no fun if there are a few people running around with invincible shields and they are impossible to hit.
Once your shield is down, you are a free target. As soon as you "see" the illusion of a paintball splatter, you have to post in the shoutbox that you were hit, and then you are out of the game. Of course, once your shield is down, you can still defend yourself, like by creating defense constructs around yourself or something like that, but you cannot form another shield during the game.
PAINTBALLS AND PAINTBALL GUNS
Making psi paintballs is the essence of easy. You have to form a simple psiball, program it with the illusion of a paint splatter once it hits someone, and then just mentally "throw" it at someone. However, you might like to make them a little more complicated using the following methods that I've just come up with:
SHIELD BREACHER: You program the paintball to duplicate itself over and over again very, very fast the moment it comes in contact with a shield, so that when your paintball collides with a shield, instead of simply dissipating it will just clone itself. The shield will then be overwhelmed by the hundreds of paintballs pounding it.
SHIELDED PAINTBALL: Just a paintball with a basic shield around it. This shield will protect the paintball from offensive shields (a shield that will psionically attack any paintballs that come near it) and other defensive constructs put in place by other people.
TARGET HUNTER: Basically this paintball will find and follow its target's energy sig, so that even if they are cloaked or otherwise hiding during the game, it will still seek them out and hit them.
RICOCHET PAINTBALL: A paintball that does not target a specific person... As soon as you release it, it will target a random person in the game. If they have a shield up, it will simply ricochet off that shield rather than dissipating and head for someone else. This will continue until it actually hits someone.
There are also ways to make constructs so that you do not have to form a new paintball every time you want to throw one; the construct does it for you. I personally am making a paintball repeater gun, which spends all its idle time drawing energy and "charging" itself. Then, whenever I want to use it, all it needs is a single telepathic command and it will form a normal paintball and fire it at whoever I choose. Using a different command, I can make it form another paintball and fire it at the target once every second until the target is hit.
You can make a single paintball and make it self-duplicating. Or, if you still want to form the paintballs yourself but just don't want to waste time searching for energy, you can just make a construct that draws energy into itself all the time and draw from that whenever you need to.
Another idea: maybe we can make all our paintballs splatter with a different color when they hit, so that we know who hit us. So they get hit, and they see the splatter, and they just think, "Oh, green splatter, Orion hit me". Like that.
Have fun with these ideas. Feel free to perfect or change them however you like; I just came up with them on the spur of the moment. And have fun!
SHIELDING
Make sure you have a good shield up before you begin the game. You'll want a shield to at least take the brunt of most of the paintballs early on, if not completely deflect/absorb them. But do not make your shield all-powerful; make it so that if it is overwhelmed with paintball hits or something else, it will simply shut down. The game is no fun if there are a few people running around with invincible shields and they are impossible to hit.
Once your shield is down, you are a free target. As soon as you "see" the illusion of a paintball splatter, you have to post in the shoutbox that you were hit, and then you are out of the game. Of course, once your shield is down, you can still defend yourself, like by creating defense constructs around yourself or something like that, but you cannot form another shield during the game.
PAINTBALLS AND PAINTBALL GUNS
Making psi paintballs is the essence of easy. You have to form a simple psiball, program it with the illusion of a paint splatter once it hits someone, and then just mentally "throw" it at someone. However, you might like to make them a little more complicated using the following methods that I've just come up with:
SHIELD BREACHER: You program the paintball to duplicate itself over and over again very, very fast the moment it comes in contact with a shield, so that when your paintball collides with a shield, instead of simply dissipating it will just clone itself. The shield will then be overwhelmed by the hundreds of paintballs pounding it.
SHIELDED PAINTBALL: Just a paintball with a basic shield around it. This shield will protect the paintball from offensive shields (a shield that will psionically attack any paintballs that come near it) and other defensive constructs put in place by other people.
TARGET HUNTER: Basically this paintball will find and follow its target's energy sig, so that even if they are cloaked or otherwise hiding during the game, it will still seek them out and hit them.
RICOCHET PAINTBALL: A paintball that does not target a specific person... As soon as you release it, it will target a random person in the game. If they have a shield up, it will simply ricochet off that shield rather than dissipating and head for someone else. This will continue until it actually hits someone.
There are also ways to make constructs so that you do not have to form a new paintball every time you want to throw one; the construct does it for you. I personally am making a paintball repeater gun, which spends all its idle time drawing energy and "charging" itself. Then, whenever I want to use it, all it needs is a single telepathic command and it will form a normal paintball and fire it at whoever I choose. Using a different command, I can make it form another paintball and fire it at the target once every second until the target is hit.
You can make a single paintball and make it self-duplicating. Or, if you still want to form the paintballs yourself but just don't want to waste time searching for energy, you can just make a construct that draws energy into itself all the time and draw from that whenever you need to.
Another idea: maybe we can make all our paintballs splatter with a different color when they hit, so that we know who hit us. So they get hit, and they see the splatter, and they just think, "Oh, green splatter, Orion hit me". Like that.
Have fun with these ideas. Feel free to perfect or change them however you like; I just came up with them on the spur of the moment. And have fun!