You are right, I think, as it does look better redone in silver... a variant with wheels or a base on the other hand can come later. If it was set up as a sentry the gun swivel point would be lower.
Also, the wooden handles and such resemble polished oak instead of cherry wood now.
This isn't really as relevant in this thread, however, I'll save the effort of posting again in Audio & Graphics - if anyone is interested I have a rather nice flintlock reskin for the Desert Eagle.
I think it would be interesting to see something like poison airstrike or poison bazooka. There was also an interesting suggestion to make a tool, which makes all the map dark for some time, when it would be impossible to differ your hedgehogs from the enemy ones. Additionally it would be interesting to create a night-vision, a flashlight or a flare... What do you think about it?
... why not, could be good, of course, rare in the ammo box
Quote:
which makes all the map dark for some time, when it would be impossible to differ your hedgehogs from the enemy ones
maybe hiding names/team and color,(mines barrel hiden too ? ) cause make the screen darker, is more about the player screen, contrast etc....
it give me the idea : using a weapon, the next(s) player(s) are slow in their move... i also tought about it make the next skip his turn, but it would be unfair....
The main issue with all information hiding (light, dark) is it is far too easy to cheat in an open source game.
Right now, hedgewars just transmits moves, that cuts down a lot of cheating options. But that means that the engine has
to have access to the full state.
Now luckily, most players aren't lame enough to do even the limited cheats, and since there is no ranking system, there isn't too much
of an incentive to cheat. But information hiding might up that pressure.
Implementing this is pretty easy, but I suspect people would discover they were playing against others who had smugly turned off the masking, thinking that simple cheats is being clever.
Well, even in closed source games, these sorts of things aren't too hard to override. But at least the code isn't there to help people untangle the flow.
The Button: Pressing the button will call a random air strike, you don't know which one it will be. It could drop either Napalm Bombs, Grenades, Mines, Clusters, Ball Gun Pellets, Limburgers, or Cleavers. Once in a while, it will drop a nuke (not on the landscape!) causing all the hogs to become sick and raising the water level considerably.
I don't really like this 'The Button' idea, but seeing the words air strike and cleaver made me quite happy . Not as an official, separate weapon, of course; but would be funny in some scripts.
I don't really like this 'The Button' idea, but seeing the words air strike and cleaver made me quite happy . Not as an official, separate weapon, of course; but would be funny in some scripts.
The Cleaver is a new weapon in 9.18, oh, and don't tell anyone I told you that.
Hey, here's my new list of weapon suggestions. Some are completely new whilst others are renovations of old suggestions:
Assault/Auto Rifle: The Assault rifle has 50 bullets of auto-firing fun! Press the space bar to shoot, and once you've started, you can press space again to stop shooting so you can move around and aim at other hedgehogs!
Sentry Guard: Select a hedgehog to stand his ground with this machine gun and shoot any nearby enemies that dare even to lift a finger! The hedgehog will stay on guard and be unusable until he is killed, or five turns have passed.
Sonic/Angel Shoes: Need a leg across the map? Equip these shoes to become real fast and agile so you can move across the map by foot with ease.
Spike Ball: Remember that you're a hedgehog! Don't let your spines go to waste in the arena! Curl up into a wrecking ball and roll down a slope, knocking your foe out of the way and into the water!
Supply Drop: If your low on supplies and need new weapons, then just call for a supply drop and it will start raining crates all over the map!
Toxic Waste: Where is the best place to store used toxic waste? Well the answer is simple! Just spew it all over the enemy and make them sick!
Enchanted Rainbow Rod:
This rare magical weapon has amazing powers! Aim it at an enemy and shoot, causing the hedgehog to loose half it's heath. The Rod also enchants you with extra powers, using the energy it stole from the enemy. (extra speed and increased damage for your next turn with that hog, plus low gravity.)
Enchanted Hedgehogs will have rainbow quills, and if the ray hits another friendly hog as well as the enemy, then it will get enchanted instead of you.
Gold Bars - Use these bars to plate your weapon in gold, because gold somehow in no scientific way possible unleashes the ultimate power of that weapon! Depending on which weapon you select, it will get a different power.
Golden Shotgun - Fires 4 times.
Golden Bazooka - Bigger Blast radius.
Golden Construction - Girders placed are indestructible.
Golden Grenade - Bigger blast radius.
Golden Melon - Releases 2 more clusters.
Golden Ballgun - Ball destruction is manual, before 10 seconds.
Golden Cake - Can jump and goes faster.
Golden Hell Grenade - Releases twice as much fire.
Weapons without a golden counterpart just do double damage.
used like airstrike, minestrike … the speedboat will pass the game like the plane, only at the bottom of the map. Everywhere where water is next to land (both sides, caves ...) the speedboat will make a horrible wave and in a radius of xy the hog might be dragged into the water or at least damaged.
Or otherwise the boat passes the map at the bottom and you are able to shot straight 3-5 times from boat with watergun or something else (like RC plane).
Ha ha! Cool, Schoddie! Last days I had a similar idea.
I missed a weapon, that could attack from water too. So i thought about a shark. As you set an "X" with air attack, you could set and "X" for a shark (see pic 1). There the shark will jump out of the water (pic 2 and 3). But this would be to easy...
So look at pic 4. This is the not effected basical way of the shark. Red colour means: does the shark hit a hog with this area of the flight path, he will cause a damage of 25 hp. If you catch a hog with the inner yellow line, the hog will be kicked around additionaly. So he will fall into water maybe.
Pic 5 and 6: The flight path is also effected by wind. The stronger it is, the higher the waves, the higer the shark jumps out of water. So everytime the wind changes, you get another flight path.
The bottom line is: In the end you can you can reach a hog in low positions. In higher position sometimes too. But it depends all on the wind, how easy you can make some damage.
This is the rough idea. If you like it, maybe you can think about the details...
The bazooka is too similar to the grenade by using your logic.The poison bazooka would explode on contact with land rather than after some time,and is also affected by wind.
Never underestimate the power of an 12 year old...
a thing in a noobXXXX post about creepersheep or something, a thing said by rosenholz gave me an idea.
what about a weapon, utility or something placed on maps, mission map etc... sure you can find lot of use for this, a tool that create an indestructible area : you can't fire weapon trought it (they could bounce on it maybe), you can't dig it or walk throught it, so your hog is like invulnerable for some round, or it can take damage instead of you
my explaination is maybe not clear,
look at this draw :
a thing in a noobXXXX post about creepersheep or something, a thing said by rosenholz gave me an idea.
what about a weapon, utility or something placed on maps, mission map etc... sure you can find lot of use for this, a tool that create an indestructible area : you can't fire weapon trought it (they could bounce on it maybe), you can't dig it or walk throught it, so your hog is like invulnerable for some round, or it can take damage instead of you
its like a shield...
So it would take damage instead of hog. Shield have that it's own hitpoints? Not bad. How many turns it would last?
One possibility could be shield that blocks any fast flying projectiles. I think something like that might have been in some series maybe Stargåte?
So any fast flying projectiles pistols, rifles bazookas etc. would be blocked but you could walk trough the shield and punch the hog or slide a grenade in along the ground. Or use any other weapon once you get inside.
And with possibly twist that anything exploding inside the shield would be 2x the power, and not extend beyond the shields dome so no shrapnel would get outside. So using it would be a risk. Would work if no one could get near you but if that should happen...
So it would take damage instead of hog. Shield have that it's own hitpoints? Not bad. How many turns it would last?
One possibility could be shield that blocks any fast flying projectiles. I think something like that might have been in some series maybe Stargåte?
So any fast flying projectiles pistols, rifles bazookas etc. would be blocked but you could walk trough the shield and punch the hog or slide a grenade in along the ground. Or use any other weapon once you get inside.
Haha, this was actually one of the first ideas I had when I started playing Hedgewars. I made a basic script for it ages ago, but limitations in lua at the time prevented me from doing everything I wanted. I was hoping we could implement something like this as one of the "structures" that the incomplete structure weapon could be used to form.
as structure or in tools, i think shield could be a good idea to create
about details, i don't know : do it need its own hitpoint or its just undestructible for X turn ? or both : hitpoints&turnlimit ?
imagine : you get a tool box : shield, and you get a weapon : melon :
you walk close from a enemy : you active shield at this place, then drop melon bomb 5sec, you escape by jumping, and mega bomb inside the shield !
another technical detail : can we walk out of the shield, walk in ? some stuff aren't bloked ?
etc etc....
give opinion
also this shield idea remind me of Halo games : there is the shield, and the invisibility,
i'm pretty sure invisibility have already been suggested but :
what about invisibility ? as tool, utility, you active it, you make your turn as invisible, other player can't see you, maybe can't see you moving with the screen, then next turn your invisible, duration : 1turn.
finally, if you read this, don't hesite to answer, even just to say : yeah its nice, i would love to see this ingame, or instead : i hate this shitty idea, why the fuck are you thinking it could be cool.
but costructive answer are better
is there a list somewhere for the ideas that've been given in this thread ? i'm sure some idea diserve a look on it (them/their?) !
I think this idea could gather more followers in it's balanced mode
I mean it should provide a great protection under certain circumstances. In other cases the player incur a risk using the shield beacause of reasons mentioned above for instance.
Here's a quite a few thoughts I've been pondering.
1. Submarine (weapon). Surfaces and shoots volley of missiles from the water surface with a high curve. Could be 2 stages. First you pick a target then you pick a place for a sub to surface. Closer the target higher the curve. Needs small area of open water
to work.
May hit ceiling and missiles do not land as uni-formal as in airstrike. Wind could affect the ammunition in that way that stronger the wind more wider is the target area. (wind direction does not matter so much so wind speed is more important). 3-5 missiles - dmg 40-50 per ammo.
Could be used as a airstrike in cave if it has open water but not as accurate (and possibility to hit the ceiling). Can be used to blow bridges from below if there is room in water for a sub to surface.
2. Parasite. (weapon) You throw a parasite like a grenade, after it lands it seeks and runs to a nearest hog like a ferret. Does not matter if the hog is friend or foe. If it does not find a target inside a certain quite small radius it goes dormant and functions as a mine in that respect that you have to walk very near to activate it but it activates instantly so no time to get away. Like a sticky bomb in that respect. And if a explosion bounces near a any hog it activates.
There is a two possible outcome how the parasite could work:
A. When a hog is infested it jumps to a random direction or tries to shoot a random weapon to a nearest hog (or some random hog inside a certain radius). If the infested hog uses a weapon that has limited ammunition, 1 ammo/weapon is lost after use.
If you infest a hog in you own turn, you have the normal action time to escape then the parasite springs to action. If you get the parasite in your own turn by walking to it your turn ends there and parasite starts its action.
B. Another possibility to use the parasite is like in movie series Aliens. You infest a hog and it has parasite inside it. It could function like a poison in that way that couple of turns nothing happens then the parasite starts to eat the hogs health quite a big chunks. It could start as a -2, you know it has activated, then it could speed up. Second turn -4 > - 8 > - 16 > - 32 > -64 ... etc.
But unlike poison when health strikes zero - hog dies and a new parasite bursts. If there is a another hog near, it runs to it if not it goes dormant and drops to a ground and the cycle starts again.
Maybe it could even produce two parasites so infection could spread even rapidly. Picking a health pack cures the infection. Near dead hog could be used to spread infection to the enemy.
If a hog is killed before parasite hatches parasite is lost but one possibility would be that if a hog dies violently when a parasite has already been activated inside it parasite tries to find a new host. So dead hog drops the parasite and it attacks with same rules as described before. If no one is near it goes dormant. It has a life cycle and have to rise a family after all
Dormant parasites could be destroyed with flame weapons and if infected-activated-hog is killed with a flame weapon parasite does not activate again.
3. Tickle (weapon, close combat) - you can tickle your fellow hog to drop some random non unlimited weapon it has in it's bag and then collect it for yourself. Using it ends the turn (like a blowtorch) Maybe that weapon drops in either direction so it's possible that it drops in a wrong side even in water. (I read somewhere in this thread and it seems Shiroi was proposing a Riesen Klatsche before that functions kinda like tickle.)
4. Pillows (item). Your hog places pillows around it that cover it from falling damage, but not mines or other lethal weapons. It can half the damage from explosions in the turn it is used.
5. Trampoline (item). Placeable trampoline that enables hogs to jump twice as high or bounces grenades and other non-contact-exploding ammunition even higher if straight hit (maybe even works in bazooka). Trampoline stays on terrain so anyone may use it after the turn ends unless explosion near it destroys it.
6. Weapon/health crate drop (item). Drops a weapon crate with a random weapon of health crate from a plane. Could be 2 different items of maybe one item with a possibility to choose between weapon/health. Interesting twist could be that after the crate drops wind could affect i so it could be blown to your enemy.
WRT submarine.
I'm thinking I might fiddle w/ the Saucer (which can already go under water) to allow it to launch secondary weps differently.
Maybe also allow it to fire a few weps underwater (bazooka, drill rocket).
WRT submarine.
I'm thinking I might fiddle w/ the Saucer (which can already go under water) to allow it to launch secondary weps differently.
Maybe also allow it to fire a few weps underwater (bazooka, drill rocket).
Maybe even make it so the Flying Saucer can fire forwards with Bazooka or even in all directions! The latter would be hard to control though.
WRT submarine.
I'm thinking I might fiddle w/ the Saucer (which can already go under water) to allow it to launch secondary weps differently.
Maybe also allow it to fire a few weps underwater (bazooka, drill rocket).
Maybe even make it so the Flying Saucer can fire forwards with Bazooka or even in all directions! The latter would be hard to control though.
Well, I think you could control any of the four principle directions without too much difficulty. Just tap precise + direction key while you are flying and that would set the direction subsequent shots fire in.
Er, not really. That's like saying Flying Saucer takes away the entire point of rope.
edit: also no-one knows how to play tumbler in a way that it doesn't suck, so, no worries there.
I did a mock-up of a Gatling Gun (Ye Olde-Style) if anyone is interested.
... What the heck, is this about...?
@Meincookie, I love the gatling gun. js. Keep up the good work!
MeinCookie: I love the gatling gun, but I think it should be a more silvery color and should have wheels.
pop450: Please don't triple post nonsense.
Support Tiyuri's new game!
Silvery colour is easy - not sure how I'd add wheels though or what exactly you're after.
If you want to set it up as a kind of sentry gun - in which case you want a seperate sprite for a stand methinks, yes?
dont lose your time with pop450, this guy has fun taking our hdw acc and spammin
Rope Brothers Founder

You are right, I think, as it does look better redone in silver... a variant with wheels or a base on the other hand can come later. If it was set up as a sentry the gun swivel point would be lower.
Also, the wooden handles and such resemble polished oak instead of cherry wood now.
This isn't really as relevant in this thread, however, I'll save the effort of posting again in Audio & Graphics - if anyone is interested I have a rather nice flintlock reskin for the Desert Eagle.
I would luv 2 hav a cluster bomb or something like that if there is a cluster bomb

I think it would be interesting to see something like poison airstrike or poison bazooka. There was also an interesting suggestion to make a tool, which makes all the map dark for some time, when it would be impossible to differ your hedgehogs from the enemy ones. Additionally it would be interesting to create a night-vision, a flashlight or a flare... What do you think about it?
Free software - for free people!
The Combine theme for Hedgewars.
it give me the idea : using a weapon, the next(s) player(s) are slow in their move... i also tought about it make the next skip his turn, but it would be unfair....
I mean something like this: http://i061.radikal.ru/1207/fb/6c91f2e8a802.jpg
A flashlight: http://s017.radikal.ru/i409/1207/44/814669d64da7.jpg
A night-vision: http://s51.radikal.ru/i131/1207/5b/f65479be45de.jpg
A flare rocket: http://s017.radikal.ru/i412/1207/6f/b7f38752b2e4.jpg (I think it should illuminate a part of a map for several seconds, and then extinguish).
These pictures gave me an idea, that it can be interesting to add light and dark in the game. But I think, it wouldn't be an easy task...
Free software - for free people!
The Combine theme for Hedgewars.
The main issue with all information hiding (light, dark) is it is far too easy to cheat in an open source game.
Right now, hedgewars just transmits moves, that cuts down a lot of cheating options. But that means that the engine has
to have access to the full state.
Now luckily, most players aren't lame enough to do even the limited cheats, and since there is no ranking system, there isn't too much
of an incentive to cheat. But information hiding might up that pressure.
Implementing this is pretty easy, but I suspect people would discover they were playing against others who had smugly turned off the masking, thinking that simple cheats is being clever.
Well, even in closed source games, these sorts of things aren't too hard to override. But at least the code isn't there to help people untangle the flow.
Why can't simply use barrels like mines ?
Drop barrels, i say
Sometimes further fighting becomes meaningless. What about such "weapon", as capitulation?
Free software - for free people!
The Combine theme for Hedgewars.
The Button: Pressing the button will call a random air strike, you don't know which one it will be. It could drop either Napalm Bombs, Grenades, Mines, Clusters, Ball Gun Pellets, Limburgers, or Cleavers. Once in a while, it will drop a nuke (not on the landscape!) causing all the hogs to become sick and raising the water level considerably.
Support Tiyuri's new game!
I don't really like this 'The Button' idea, but seeing the words air strike and cleaver made me quite happy
. Not as an official, separate weapon, of course; but would be funny in some scripts.
/)(^3^)(\
The Cleaver is a new weapon in 9.18, oh, and don't tell anyone I told you that.
Support Tiyuri's new game!
Hey, here's my new list of weapon suggestions. Some are completely new whilst others are renovations of old suggestions:
Assault/Auto Rifle: The Assault rifle has 50 bullets of auto-firing fun! Press the space bar to shoot, and once you've started, you can press space again to stop shooting so you can move around and aim at other hedgehogs!
Sentry Guard: Select a hedgehog to stand his ground with this machine gun and shoot any nearby enemies that dare even to lift a finger! The hedgehog will stay on guard and be unusable until he is killed, or five turns have passed.
Sonic/Angel Shoes: Need a leg across the map? Equip these shoes to become real fast and agile so you can move across the map by foot with ease.
Spike Ball: Remember that you're a hedgehog! Don't let your spines go to waste in the arena! Curl up into a wrecking ball and roll down a slope, knocking your foe out of the way and into the water!
Supply Drop: If your low on supplies and need new weapons, then just call for a supply drop and it will start raining crates all over the map!
Toxic Waste: Where is the best place to store used toxic waste? Well the answer is simple! Just spew it all over the enemy and make them sick!
Support Tiyuri's new game!
Enchanted Rainbow Rod:

This rare magical weapon has amazing powers! Aim it at an enemy and shoot, causing the hedgehog to loose half it's heath. The Rod also enchants you with extra powers, using the energy it stole from the enemy. (extra speed and increased damage for your next turn with that hog, plus low gravity.)
Enchanted Hedgehogs will have rainbow quills, and if the ray hits another friendly hog as well as the enemy, then it will get enchanted instead of you.
Support Tiyuri's new game!
The UZI
Gold Bars - Use these bars to plate your weapon in gold, because gold somehow in no scientific way possible unleashes the ultimate power of that weapon! Depending on which weapon you select, it will get a different power.
Golden Shotgun - Fires 4 times.
Golden Bazooka - Bigger Blast radius.
Golden Construction - Girders placed are indestructible.
Golden Grenade - Bigger blast radius.
Golden Melon - Releases 2 more clusters.
Golden Ballgun - Ball destruction is manual, before 10 seconds.
Golden Cake - Can jump and goes faster.
Golden Hell Grenade - Releases twice as much fire.
Weapons without a golden counterpart just do double damage.
Support Tiyuri's new game!
speedboat
used like airstrike, minestrike … the speedboat will pass the game like the plane, only at the bottom of the map. Everywhere where water is next to land (both sides, caves ...) the speedboat will make a horrible wave and in a radius of xy the hog might be dragged into the water or at least damaged.
Or otherwise the boat passes the map at the bottom and you are able to shot straight 3-5 times from boat with watergun or something else (like RC plane).
Ha ha! Cool, Schoddie! Last days I had a similar idea.
I missed a weapon, that could attack from water too. So i thought about a shark. As you set an "X" with air attack, you could set and "X" for a shark (see pic 1). There the shark will jump out of the water (pic 2 and 3). But this would be to easy...
So look at pic 4. This is the not effected basical way of the shark. Red colour means: does the shark hit a hog with this area of the flight path, he will cause a damage of 25 hp. If you catch a hog with the inner yellow line, the hog will be kicked around additionaly. So he will fall into water maybe.
Pic 5 and 6: The flight path is also effected by wind. The stronger it is, the higher the waves, the higer the shark jumps out of water. So everytime the wind changes, you get another flight path.
The bottom line is: In the end you can you can reach a hog in low positions. In higher position sometimes too. But it depends all on the wind, how easy you can make some damage.
This is the rough idea. If you like it, maybe you can think about the details...
The bazooka is too similar to the grenade by using your logic.The poison bazooka would explode on contact with land rather than after some time,and is also affected by wind.
Never underestimate the power of an 12 year old...
Have a script idea? Tell me!
yeah you're right, reading it again made me understood that.
my opinion was invalid :p
thinking of it now, : hey, really why not !
a thing in a noobXXXX post about creepersheep or something, a thing said by rosenholz gave me an idea.
what about a weapon, utility or something placed on maps, mission map etc... sure you can find lot of use for this, a tool that create an indestructible area : you can't fire weapon trought it (they could bounce on it maybe), you can't dig it or walk throught it, so your hog is like invulnerable for some round, or it can take damage instead of you
my explaination is maybe not clear,
look at this draw :
its like a shield...
So it would take damage instead of hog. Shield have that it's own hitpoints? Not bad. How many turns it would last?
One possibility could be shield that blocks any fast flying projectiles. I think something like that might have been in some series maybe Stargåte?
So any fast flying projectiles pistols, rifles bazookas etc. would be blocked but you could walk trough the shield and punch the hog or slide a grenade in along the ground. Or use any other weapon once you get inside.
And with possibly twist that anything exploding inside the shield would be 2x the power, and not extend beyond the shields dome so no shrapnel would get outside. So using it would be a risk. Would work if no one could get near you but if that should happen...
--- Do not mind the pointy bit. ---
Haha, this was actually one of the first ideas I had when I started playing Hedgewars. I made a basic script for it ages ago, but limitations in lua at the time prevented me from doing everything I wanted. I was hoping we could implement something like this as one of the "structures" that the incomplete structure weapon could be used to form.
mikade

Hedgewars Developer
as structure or in tools, i think shield could be a good idea to create
about details, i don't know : do it need its own hitpoint or its just undestructible for X turn ? or both : hitpoints&turnlimit ?
imagine : you get a tool box : shield, and you get a weapon : melon :
you walk close from a enemy : you active shield at this place, then drop melon bomb 5sec, you escape by jumping, and mega bomb inside the shield !
another technical detail : can we walk out of the shield, walk in ? some stuff aren't bloked ?
etc etc....
give opinion
also this shield idea remind me of Halo games : there is the shield, and the invisibility,
i'm pretty sure invisibility have already been suggested but :
what about invisibility ? as tool, utility, you active it, you make your turn as invisible, other player can't see you, maybe can't see you moving with the screen, then next turn your invisible, duration : 1turn.
finally, if you read this, don't hesite to answer, even just to say : yeah its nice, i would love to see this ingame, or instead : i hate this shitty idea, why the fuck are you thinking it could be cool.
but costructive answer are better
is there a list somewhere for the ideas that've been given in this thread ? i'm sure some idea diserve a look on it (them/their?) !
I think this idea could gather more followers in it's balanced mode
under certain circumstances. In other cases the player incur a risk
using the shield beacause of reasons mentioned above for instance.
I mean it should provide a great protection
Here's a quite a few thoughts I've been pondering.
1. Submarine (weapon). Surfaces and shoots volley of missiles from the water surface with a high curve. Could be 2 stages. First you pick a target then you pick a place for a sub to surface. Closer the target higher the curve. Needs small area of open water
to work.
May hit ceiling and missiles do not land as uni-formal as in airstrike. Wind could affect the ammunition in that way that stronger the wind more wider is the target area. (wind direction does not matter so much so wind speed is more important). 3-5 missiles - dmg 40-50 per ammo.
Could be used as a airstrike in cave if it has open water but not as accurate (and possibility to hit the ceiling). Can be used to blow bridges from below if there is room in water for a sub to surface.
2. Parasite. (weapon) You throw a parasite like a grenade, after it lands it seeks and runs to a nearest hog like a ferret. Does not matter if the hog is friend or foe. If it does not find a target inside a certain quite small radius it goes dormant and functions as a mine in that respect that you have to walk very near to activate it but it activates instantly so no time to get away. Like a sticky bomb in that respect. And if a explosion bounces near a any hog it activates.
There is a two possible outcome how the parasite could work:
A. When a hog is infested it jumps to a random direction or tries to shoot a random weapon to a nearest hog (or some random hog inside a certain radius). If the infested hog uses a weapon that has limited ammunition, 1 ammo/weapon is lost after use.
If you infest a hog in you own turn, you have the normal action time to escape then the parasite springs to action. If you get the parasite in your own turn by walking to it your turn ends there and parasite starts its action.
B. Another possibility to use the parasite is like in movie series Aliens. You infest a hog and it has parasite inside it. It could function like a poison in that way that couple of turns nothing happens then the parasite starts to eat the hogs health quite a big chunks. It could start as a -2, you know it has activated, then it could speed up. Second turn -4 > - 8 > - 16 > - 32 > -64 ... etc.
But unlike poison when health strikes zero - hog dies and a new parasite bursts. If there is a another hog near, it runs to it if not it goes dormant and drops to a ground and the cycle starts again.
Maybe it could even produce two parasites so infection could spread even rapidly. Picking a health pack cures the infection. Near dead hog could be used to spread infection to the enemy.
If a hog is killed before parasite hatches parasite is lost but one possibility would be that if a hog dies violently when a parasite has already been activated inside it parasite tries to find a new host. So dead hog drops the parasite and it attacks with same rules as described before. If no one is near it goes dormant. It has a life cycle and have to rise a family after all
Dormant parasites could be destroyed with flame weapons and if infected-activated-hog is killed with a flame weapon parasite does not activate again.
3. Tickle (weapon, close combat) - you can tickle your fellow hog to drop some random non unlimited weapon it has in it's bag and then collect it for yourself. Using it ends the turn (like a blowtorch) Maybe that weapon drops in either direction so it's possible that it drops in a wrong side even in water. (I read somewhere in this thread and it seems Shiroi was proposing a Riesen Klatsche before that functions kinda like tickle.)
4. Pillows (item). Your hog places pillows around it that cover it from falling damage, but not mines or other lethal weapons. It can half the damage from explosions in the turn it is used.
5. Trampoline (item). Placeable trampoline that enables hogs to jump twice as high or bounces grenades and other non-contact-exploding ammunition even higher if straight hit (maybe even works in bazooka). Trampoline stays on terrain so anyone may use it after the turn ends unless explosion near it destroys it.
6. Weapon/health crate drop (item). Drops a weapon crate with a random weapon of health crate from a plane. Could be 2 different items of maybe one item with a possibility to choose between weapon/health. Interesting twist could be that after the crate drops wind could affect i so it could be blown to your enemy.
--- Do not mind the pointy bit. ---
WRT submarine.
I'm thinking I might fiddle w/ the Saucer (which can already go under water) to allow it to launch secondary weps differently.
Maybe also allow it to fire a few weps underwater (bazooka, drill rocket).
Maybe even make it so the Flying Saucer can fire forwards with Bazooka or even in all directions! The latter would be hard to control though.
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Well, I think you could control any of the four principle directions without too much difficulty. Just tap precise + direction key while you are flying and that would set the direction subsequent shots fire in.
mikade

Hedgewars Developer
Just had a thought. All this stuff would be cool with the Flying Saucer, but it would kind of take away the point of the Tumbler game mode.
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Er, not really. That's like saying Flying Saucer takes away the entire point of rope.
edit: also no-one knows how to play tumbler in a way that it doesn't suck, so, no worries there.
mikade

Hedgewars Developer
TUMBLER POWER !!!!
ok, its like spam for nothing...
ps : flyng saucer is a transport utility not really a weapon, of course if it can drop rocket like the rope or the plane, why not