Tremulous Forum

General => General Discussion => Topic started by: Hydra on July 08, 2006, 11:13:22 am

Title: New weapons and aliens ideas
Post by: Hydra on July 08, 2006, 11:13:22 am
Let me know wat u think. some help with aliens would be nice as im not too gd with making them look real like. i also havnt skined any of the rilfes yet aswell.

Humans
Rifle mk2:
Cost: 50cr
this rilfe is simlar to the normal rilfe apart for shape etc, it doesnt do as much damage as the normal one but makes up by having a faster RoF and a flash light to see in the dark corners.
Pics:
http://img132.imageshack.us/img132/1994/mp5a1iu.jpg
http://img301.imageshack.us/img301/8439/mp5b9yu.jpg
ps. its mp5 based ^^


Tac-Rifle
Cost: 450cr
this rilfe is sniper based but can still be used as a normal one, has a larger light to light up larger areas, has a mag count of 20 and RoF simlar to the las gun. eash round does simlar damage to the pulserilfe but projectiles move much faster. the eye candy for this gun is the motion tracker in scope mode.
pics:
http://img88.imageshack.us/img88/4233/fn45a5lx.jpg
http://img132.imageshack.us/img132/4121/fn45b4ny.jpg


Assult Rilfe
Cost: 800
This rilfe has 2 firing modes, standed rilfe mode which has a mag count of 30 and RoF same as the las gun aswell as the damges each round does. the second mode is the slug rifle, like the shotgun but fires a chunk of metal rather then small balls, each mag can hold 4 rounds. this is leathal in close rage but useless any more then 20ft. the downside to this rilfe is that because of the weight of the rifle + ammo, you will be limited for reload ammo.
pics:
http://img226.imageshack.us/img226/6735/assultriflea1tm.jpg
http://img226.imageshack.us/img226/1891/assultrifleb4bj.jpg


Aliens
Spider
Cost: 1evo
This alien is smilar to the drench in size and damage, but this one u much click to bite. but wat makes it different by the name 'spider' it has the abilty to shot sticky webs which when they hit the floor trap humans for a short time, bs have shorter time. if a haman is hit in the face ( no bs ) then they are blinded for a short time.

Armordilo
Cost: 3evo
this alien isnt very stronge in the hp deparment, but its strengths are that it cant be hurt from the front and when it crouches it can not be shot, but cant with stands blasts but only miner damage. its down side it that it is very slow and can easily be killed for behind when not crouching. its primary attack its very powerfull tho.

Firefly
Cost: 4evo
unlike the name it can not fly but can jump like the maravader, it is very simlar to the maravader but the difference is that as well as the standed bite it can breath fire same as the flame thrower. it can also shot fireballs out smilar to the avd dragoons barbs, but when the hit something they keep damaging it for a short time. the other advantage is that this alien can not be hurt with fire, so the flame thrower is useless agest them.
Title: New weapons and aliens ideas
Post by: Vector_Matt on July 08, 2006, 01:22:14 pm
The gun models are nice, a bit too high on the polys I think, but they look great.

Flashlights have been vetoed because the opensource nature of tremulous would make light hacking too easy, and besides, you could just increase your gamma to make the game brighter so flashlight is not needed.
Title: New weapons and aliens ideas
Post by: Henners on July 08, 2006, 02:18:40 pm
I dont like the idea of the tac rifle, the pulse rifle is dangerous enough.

The rifle mk2 seems a little pointless, I cant see that it would get much use

The Assault rifle seems interesting - kind of a hybrid shotgun and lasgun, but not as good as either of them in their own field. 800 creds is a bit silly though (come on lucy only costs 600!)

Spider sounds interesting, though would need some sort of restriction on how often they could spit

Armordilo (armadillo) I dont think would work because the fast paced nature of the game. Slow moving aliens wouldnt cut it.

Firefly is interesting - again it would need serious restriction on its projectile attacks, and would need to have a large hitbox for balance purposes (otherwise it would rip bases apart far too easily - be like an adv marauder with a way of targetting which buildings your are knackering as you bounce around)
Title: New weapons and aliens ideas
Post by: vcxzet on July 08, 2006, 02:25:31 pm
I was thinking of advanced dretch. When its victim is about to die it gains control of him :P. it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans  :D
Title: New weapons and aliens ideas
Post by: Vector_Matt on July 08, 2006, 03:18:44 pm
Quote from: "vcxzet"
I was thinking of advanced dretch. When its victim is about to die it gains control of him :P. it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans  :D
That would be WAY too powerful, just decon the reactor and bam, aliens win, it would also cause many false griefer alerts. Or was that suggestion a joke?
Title: New weapons and aliens ideas
Post by: vcxzet on July 08, 2006, 03:59:34 pm
Quote from: "Vector_Matt"
Quote from: "vcxzet"
I was thinking of advanced dretch. When its victim is about to die it gains control of him :P. it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans  :D
That would be WAY too powerful, just decon the reactor and bam, aliens win, it would also cause many false griefer alerts. Or was that suggestion a joke?

it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans
Title: Re: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 08, 2006, 04:26:35 pm
Man,i just thinked about some door blocker alien building what may take 8 building points and humans can build security cameras in the wall wich costs 8 too,but that firefly was perfect alien -.- :evil:




anyway,i got some ideas,like i can post in this(some screenshots)


stalker(from gloom) : 9evos
can shoot 20 spikes(2 in 1 shot),hit BS man 80hp,100hp in head,then,it cant be hitted by using normal weapons(machine gun,painsaw...),it takes minor dmg of normal weapons,but it takes 2x dmg from laser weapons(pulse rifle,luci,lasgun,mass driver),it is immune to fire.(800 hp)
http://www.planetgloom.com/community/screenshots/skins/hiresstalker.jpg

mech(from gloom) : 2000money
it has 2 rocket launchers(dmg : 400 to all,only 4 rockets,then reload from armory)(it has long reload time) and 2 pulse rifles,it is weak to big aliens(tyrant,stalker),it weak spot is the control area (head),but it takes 2x dmg from shoot attacks,it cant be hitted by normal dretch,granger or adv granger,it has 75% armor (BS : 50%,helmet and light armor : 35,light armor : 10),that means,if this is alien,this have 800 hp. http://www.planetgloom.com/community/screenshots/models/satannumsmech.jpg
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 08, 2006, 08:39:20 pm
...but anyway,Hydra,how u make a mod?
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 08, 2006, 08:46:35 pm
...and heres a prototype alien so called "spider" http://pingus.seul.org/~grumbel/tmp/spider.png
Title: New weapons and aliens ideas
Post by: vcxzet on July 08, 2006, 08:50:27 pm
Quote from: "Karvinen[FIN
"]...and heres a prototype alien so called "spider" http://pingus.seul.org/~grumbel/tmp/spider.png

quite highpoly and looks like a dretch :P
Title: New weapons and aliens ideas
Post by: SLAVE|Mietz on July 08, 2006, 08:53:10 pm
Quote from: "vcxzet"
Quote from: "Karvinen[FIN
"]...and heres a prototype alien so called "spider" http://pingus.seul.org/~grumbel/tmp/spider.png

quite highpoly and looks like a dretch :P


 :-?  :-?  :(  :(  :x  D:  :roll:  :wink:  :O  :cry:  8)  :(  :D  :)  :D  :eek:  :eek:  :oops:  :P  :P  :roll:  :wink:  :O  :O  D:  :evil:  :oops:  :cry:  8)  :x  :o  :(  :-?  :)  :-?  :-?  :oops:  :oops:  :oops:  D:  D:  :wink:  8)  D:  :x  :evil:  :x  :(  :)  :)  :D  :D  :D  :(  :-?  :x  8)  8)
Title: New weapons and aliens ideas
Post by: Basilisco on July 08, 2006, 10:07:32 pm
The weapons look kind of too-normal for me. Remember (i not sure but it seems) tremulous is located in the not so near future, when (again, i supposed) the technology is pretty advanced and (makes sense that) weapons don't like xx-xxi century enymore.

The firefly alien sounds really cool though  8). But i'd that fireball throwing attack the primary and only attack. A bit more powerful of course/
Title: New weapons and aliens ideas
Post by: Thorn on July 08, 2006, 10:52:05 pm
Quote from: "Karvinen[FIN
"]...but anyway,Hydra,how u make a mod?


install C# and get working lol , that reminds of to make a request from the devs lol since i cant be arsed and my copy of c# no longer works
Title: New weapons and aliens ideas
Post by: vcxzet on July 08, 2006, 11:39:56 pm
System Shock :: mother of all sci-fi alien vs human games so...
psi amp! heh kidding but here is the weapon names from ss2
Assault Rifle //exists
Crystal Shard //silicone-carbon melee  weapon heh?
Electro Shock (actually the laser rapier)//exists
EMP Rifle// yay emp!
Fusion Cannon//what was that :P
Gren Launcher//gren are too expensive :(
Laser Pistol//exists
Pistol//exists
Psi Amp//wth :P
Shotgun//exists
Stasis Field Generator//stop where you are!
Viral Prolif//wth :P
Worm Launcher//dretch launcher :P
Wrench// a must have
-------------------------------------------------------
"We are many, and you are only one!" lol
Title: New weapons and aliens ideas
Post by: trigger happy on July 09, 2006, 02:54:19 am
The guns are too high poly.
Title: New weapons and aliens ideas
Post by: Dustin on July 09, 2006, 03:06:57 am
Er.. C#, Thorn? It's actually just plain C.. since I'd be lost making the mod I did if it were C#. Bah on .NET ;)
Title: New weapons and aliens ideas
Post by: PIE on July 09, 2006, 03:57:34 am
Got my hopes up.. it looks like the source files are .c and not .cpp, or .cs.... crap.. my C is so rusty :/.. love C# though.. but i don't think C# would work as well as C or C++ for a game...
Title: New weapons and aliens ideas
Post by: kozak6 on July 09, 2006, 04:09:07 am
Those models don't really look like they fit with the current set.

The submachine gun looks way too much like an MP5.
Title: New weapons and aliens ideas
Post by: Dutchman@SRM on July 09, 2006, 07:15:06 am
I think the human needs a rubber suit...

one reason is to make sure no one can smell u after u see a tyrant charging u, and the other reason is that if ur in early game a adv murader can zap u dead in one shot...

i had this occur much too often...  :-?

 :D
Title: New weapons and aliens ideas
Post by: kozak6 on July 09, 2006, 08:38:34 am
Well, you should enjoy the next version a little bit more, then.

The Marauder zap is only supposed to do 80 damage.  Due to a bug, it sometimes does 100.  This is probably going to be fixed for the next version.
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 04:54:48 pm
hmm...when comes the BETA ver.?i want to test it when it comes,and i want that at my mans comes too and some darker to see...need flashlights and flares...aliens may see in dark... :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:  :roll:
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 05:24:08 pm
lol xD
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 05:25:43 pm
hmm...
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 05:36:18 pm
i got another ideas :

Stinger(from gloom...) :
can shoot flames(same as flamethover),loses minor dmg from laser weapons,it is good to kill Mech(if its coming even)and BS mans,it is weak to explosion (rockets,grenade),it has 300 hp,it takes 5 evos,it bite makes 100 dmg to light armor man and man without armor,flame makes 20 dmg to man with light armor and 40 dmg to man without armor,it cant be hitted by flame thower,it hits BS man 10 dmg and flames it with 1 dmg,mech is easy to kill,it loses 5 hp hit,but it has only rocket launcher to kill it.

rocket launcher :
it hits 400 dmg and have long reload time,u must have BS or crounch to shoot it as well or it will shoot it where it wants(random),it has 2 rockets per 1 reload,it is like pulse,but it must be reloaded fully to shoot it,it kills stingers,tyrants and stalkers by supreme fast,when u are shooting,u cant move,it rocket reload takes 5 secs,it takes 750 money,it has flash light and it is good gun if u ask me!
Title: New weapons and aliens ideas
Post by: Taiyo.uk on July 09, 2006, 05:43:40 pm
Quote from: "vcxzet"
I was thinking of advanced dretch. When its victim is about to die it gains control of him :P. it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans  :D


Nice idea, but there would need to be some restraints else this would be too powerful. First, the human must look different to avoid false griefer panics. The easy way is to have the dretch stuck to the humans head (think aliens facehuggers or half-life headcrabs), perhaps the human walks like a zombie too. The dretch/human HP needs to be low, 50 or something. Being allowed to use the higher power weapons at full fire rate will also make this too powerful, so cut fire rate to a half. Finally there needs to be a timelimit of 30 seconds or similar until the human body dies and the dretch can no longer control it. Also make it so that the dretch needs to do a headbite to take control. The human will not be able to respawn until the timelimit is up or the dretch is killed. Dretches can only control humans without helmets or battlesuits. I think this feature would be an improvment. This for the aliens, and some of the new weapon ideas in this thread for the humans.

"Tremulous II: Now with alien controlled zombies and bigger guns!"
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 06:26:18 pm
i try to find/make some photos to my ideas

heres stinger what i finded :
http://teamreaction.planetquake.gamespy.com/gloom/images/stinger.jpg
and heres that same again(no colors)
http://teamreaction.planetquake.gamespy.com//gloom/images/Stingersketch.jpg
heres rocket launcher :
http://www.3dactionplanet.com/redfaction/dp/images/art/rf/weapons/rocket_launcher.jpg

anyway,i got another idea,wich makes that at aliens wont get HP auto maticly(fair play,humans cant get)

Healer : 8 buildpoints
it gives 20 HP in 1 second(game second),it gives POISON attack ability,it can give ammo faster (1 ammo 2 seconds),it is easy to kill,it has VERY low health,it has regeneration,stalkers(if it is even coming) will get ammo too,they wont come back without healer(this too,if this is coming...),it has killing ability,it can do suicide to poison enemy what has comed and destroyed all,it gives buildings faster regeneration,it wont hurt mech or BS mans,they cant be poisoned. http://www.planetgloom.com/community/screenshots/models/healerwitheyestockandfailingtenticals.jpg
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 07:47:03 pm
so,i listed them alot...
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 07:53:17 pm
-.- too much listing -.-
Title: New weapons and aliens ideas
Post by: jhaa on July 09, 2006, 08:22:27 pm
I think your idea sucks.
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 09, 2006, 09:25:35 pm
Quote from: "jhaa"
I think your idea sucks.
-.- why it sucks then???
Title: New weapons and aliens ideas
Post by: Harke on July 10, 2006, 07:04:31 am
Hey, I like the idea of spiders, or some sort of advanced dretch..., maybe with a grappling attack when a sucessful headshot is landed? Blinding the soldier that it hit until the grapple ends, dealing a single bite during the grapple...

once battlesuits are obtained that wouldn't be effective...so its a blitz-tactic

I like your gun models, and I dont think people realize its easier to show details in an example with more polygons than it is to sit there and make textures all day.
Title: New weapons and aliens ideas
Post by: Malicious Goo on July 10, 2006, 09:49:01 pm
I think that Alien Bariccades should be able to grow against doors, and keep them from openening.  In smaller areas, they should form a sort of translucent wall.
Title: New weapons and aliens ideas
Post by: dormedas on July 11, 2006, 01:04:24 am
An Advanced Dretch. on S2, the Advanced Dretch becomes available, it is free, it does a little bit more damage, maybe 10 more HP, but loses a large chunk of it's speed, but is a little faster than the basilisk.

Any more ideas?
Title: New weapons and aliens ideas
Post by: [HUN]Eagletooth on July 11, 2006, 11:52:48 am
Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 13, 2006, 11:24:05 am
Quote from: "[HUN
Eagletooth"] Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...
-.-  good ideas -.-
Title: New weapons and aliens ideas
Post by: SLAVE|Mietz on July 13, 2006, 11:26:13 am
Quote from: "Karvinen[FIN
"]
Quote from: "[HUN
Eagletooth"] Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...
-.-  good ideas -.-


dude... think... post... think again... delete that post
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 13, 2006, 11:29:59 am
Quote from: "SLAVE|Mietz"
Quote from: "Karvinen[FIN
"]
Quote from: "[HUN
Eagletooth"] Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...
-.-  good ideas -.-


dude... think... post... think again... delete that post
why?i just writed that becos they was good posts,but he wasnt doing anything wrong he just writed something,good ideas,but he wasnt writing any alien ideas!
Title: New weapons and aliens ideas
Post by: Epsilon on July 13, 2006, 07:37:20 pm
I think the Rifle is the Assualt Rifle of the game. Howeber, I have an idea:

Cryo-Gun

It fires slow moving blue shots that, when it hits a targer, causes low-moderate damage and restricts movement, and leaves a small blue cloud for a moment that is harmful to those who walk through it. Care must be taken when firing it, like the flamethrower and Lucifer cannon: fireing too often starts to freeze the wielder and restrict his movement, as well as causing a little self-damage.
Title: New weapons and aliens ideas
Post by: PIE on July 13, 2006, 08:18:34 pm
Quote from: "Epsilon"
I think the Rifle is the Assualt Rifle of the game. Howeber, I have an idea:

Cryo-Gun

It fires slow moving blue shots that, when it hits a targer, causes low-moderate damage and restricts movement, and leaves a small blue cloud for a moment that is harmful to those who walk through it. Care must be taken when firing it, like the flamethrower and Lucifer cannon: fireing too often starts to freeze the wielder and restrict his movement, as well as causing a little self-damage.


This.. might only be good against tryrants, all of the aliens can jump too fast/or run too fast.... and only then would you be freezing them... not killing them.. and with the risk of self-damage.. i think i'd pass this up...
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 14, 2006, 12:07:40 pm
Quote from: "PIE"
Quote from: "Epsilon"
I think the Rifle is the Assualt Rifle of the game. Howeber, I have an idea:

Cryo-Gun

It fires slow moving blue shots that, when it hits a targer, causes low-moderate damage and restricts movement, and leaves a small blue cloud for a moment that is harmful to those who walk through it. Care must be taken when firing it, like the flamethrower and Lucifer cannon: fireing too often starts to freeze the wielder and restrict his movement, as well as causing a little self-damage.


This.. might only be good against tryrants, all of the aliens can jump too fast/or run too fast.... and only then would you be freezing them... not killing them.. and with the risk of self-damage.. i think i'd pass this up...
-.- nice gun anyway...
Title: New weapons and aliens ideas
Post by: Epsilon on July 14, 2006, 05:17:29 pm
How about this: incendinary grenades. They are purchased like normal fragmentaion grenades (except maybe 50 credits more expensive), and when they explode, they create a blanket of flames.
Title: New weapons and aliens ideas
Post by: ^Black on July 14, 2006, 05:38:16 pm
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.
Title: New weapons and aliens ideas
Post by: Howitzer on July 14, 2006, 07:42:36 pm
Quote from: "^Black"
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.


What gun/item are you talking about?
Title: New weapons and aliens ideas
Post by: kozak6 on July 15, 2006, 01:09:04 am
I think he means the camera causing lag or perhaps framerate drops.

I don't like the idea of any more grenades.

The current human grenade is evil enough, thank you.
Title: New weapons and aliens ideas
Post by: Thorn on July 15, 2006, 09:53:56 pm
are these Mod ideas or trem 2 ideas?

And Karvinen , this aint gloom.no point ripping everything from gloom and sticking it in trem.
Title: New weapons and aliens ideas
Post by: Mr.devil on July 16, 2006, 05:49:12 pm
Rifle Mk2- the same rifle with a drum but a bit slower RoF and has 60 bullets around 75 to 100 credits

Tesla gun- A watered out tesla coil that has extremely short range (like a flamethrower) but does a lot of damage around 600 to 700 credits

Blaster turret- a deployable turret that does not consume power but can only shoot straight ahead and is less powerful than a rifle

Sonic gun- a gun that fires sound blasts that disorientates aliens (like a bastiaks poison gas)
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 16, 2006, 06:43:11 pm
Quote from: "Howitzer"
Quote from: "^Black"
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.


What gun/item are you talking about?
dont ask me,only that camera thing is good,if u asking from me
Title: New weapons and aliens ideas
Post by: Karvinen[FIN] on July 16, 2006, 06:44:32 pm
Quote from: "Thorn"
are these Mod ideas or trem 2 ideas?

And Karvinen , this aint gloom.no point ripping everything from gloom and sticking it in trem.
it was just fun to put those ideas on,they really owns  :D  :roll:
Title: New weapons and aliens ideas
Post by: Thorn on July 16, 2006, 06:58:04 pm
are they mod or trem 2 ideas? Yes or No
Title: New weapons and aliens ideas
Post by: Epsilon on July 17, 2006, 01:23:28 am
How about this?: Mines for humans and Acid Sacks for aliens? Mines do tons of damage to aliens in the area, kinda like grenades, and Acid Sacks also explode when it's proximity is intruded by a human, but it does gradual damage, like the Acid Tubes.
Title: New weapons and aliens ideas
Post by: Stakhanov on July 17, 2006, 01:46:22 am
Mines ? Just THINK before posting... aliens need to destroy the human base to win , how would they do so if humans lay lots of explosive devices around ? Tyrants and dragoons are necessary to get rid of entrenched humans , but a few proxy grenades would mean certain death for them. Mines are effective defensive tools , they are not suitable for Tremulous - human defense is strong enough as is.
Title: New weapons and aliens ideas
Post by: [HUN]Eagletooth on July 17, 2006, 02:38:19 pm
First of all i dont like that alien players are complaining all the time about human weapons and defences... All sides have nasty things, not only the human team... I could say that, "How i hate the marauder because with the damage of the stage 1 human weapons its hard to kill, because its too mobile, has tonns of hp, and can kill fast..." But i didnt say... So dont say no for a weapon ideas because you suck always from thoose weapons...



Quote
I don't like the idea of any more grenades.

The current human grenade is evil enough, thank you.


I dont think so... What does "Evil enough" means for you?
 Firstly its big... so you can see it well
Secondly: You cant throw it far enough,so you have to risk a little and use "throw and run" tactics
Thridly: It has a 5 second timer, and in the heat of combat, 5 second is big time...

On the other hand: It has big damage, 200 i think, but i dont know because i've never experienced a grenade explosion... I've avoided it when i saw the grenade...

So if you dont like grenades because they are balanced, then i can just say that: You arent enough perceptive...

I like the idea of the cryo-gun, and i have upgraded the idea of mines...

Proximity bomb: It would be a stage 2 item and you could buy it from the armoury for 250 cred... It would give you 3 sticky mines... You can throw these mines to the ceiling or the walls... It would have a 3 second time after being used, after this time the bomb is armed, and it would explode when it detects any kind of movement in 3 meter radius...  Yes, it would kill even humans if they go too close... And one piece would deal maybe 150 damage... It would be excellent to hold up aliens, or make tricky traps with it... It would be also good visible and destroyable by shooting or spitting...

Remote detonation charge: This device would look like a bit different from the Proximity bomb... It would be a stage 3 human item, and you could buy it in the armoury for 250 cred. It would give you one piece of explosive... You could stick this explosive to the walls, ceiling like the  Proximity bomb, but this explosive doesnt explodes when someone approaches it... You should detonate it with a detonator, you got when you buy the bomb... It would do maybe 300 damage, in medium radius, and it would be destroyable even with biting, but the aliens wouldnt be able to see it with their enemy detection ability...
Title: New weapons and aliens ideas
Post by: black adder9 on July 17, 2006, 03:38:45 pm
cant you do a option to close down doors(so they cant open) and u wil need to destroy the doors to enter again(good when humans are almost destroed)
but it can only be done whit a vote and all the doors u selected wil close and canot open again(a teamvote wil take place then)
Title: Sounds pretty nice....
Post by: Death On Ice on November 29, 2006, 05:14:07 pm
Camo suit for humans-invisible to radar s3
Sword for humans-long range psaw 7ft range maybe? s2
I like the rubber suit but also barb protection?
Invisi Basi for aliens-from tremx s2
i like the firefly idea. But 4 firefly ONLY flamethrower. and make it 5 evo's at s3
War Granger-(LOL)s3 version of granger. With 50hp bite. building and 10hp spitting/2 evo's and moves as fast as a standard s2 granger
Title: New weapons and aliens ideas
Post by: techhead on November 29, 2006, 08:19:01 pm
I did like the idea of a Demolition Kit, with a few modifications.
Can place proximity mines and remote mines similar to a Construction Kit.
Only so a couple mines can be placed before going back to armory for more.

Proximity Mine: Self-explanatory, explodes when any alien or non-DemoKit Human is near. That means that it triggers for Grangers and Tyrants alike, so having a free alien detonate it early can be an advantage. Humans can spot it easier with some sort of tag (think the flags in ET), but they can accidently hit them if they are careless.

Remote Detonation Mine: Explodes with right-click, all mines placed by the DemoKit explode simultaneously. Enough said about this.

I thought about the idea of mines malfunctioning if they take enough damage, either defusing or exploding. This way FF can accidently hit them, Dragoon Barbs and Granger Spit can kill Proximity Mines, and Remote Mines can be killed easily if spotted.
Title: New weapons and aliens ideas
Post by: Matt2k10 on November 29, 2006, 08:32:28 pm
A pistol with explosive rounds :P
Title: New weapons and aliens ideas
Post by: janev on November 29, 2006, 08:52:01 pm
christ try destroying a defence oriented human team(a.k.a camping team) with the current stuff they have....

mines-NO, they would kill balance and make camping the strat of choice for humans

Any kind of human weapon that cause disorientation/paralysis-NO, for the same reason mines are a bad idea

Sniper rifles-NO, can you say campathon?
Title: New weapons and aliens ideas
Post by: _Equilibrium_ on November 29, 2006, 10:34:41 pm
isn't the MD basically a sniper rifle?
Title: New weapons and aliens ideas
Post by: MiDiaN on November 30, 2006, 02:10:57 am
How about this:
Why not play gloom instead of stealing ideas from them?

Come up with something unique instead of ripping off another mods.

This sux. I miss those times when timbo, norf, overflow, stannum was active here...
Title: New weapons and aliens ideas
Post by: DIGI_Byte on November 30, 2006, 02:18:58 am
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: Lucy

Flak gun: Shot gun

Bayonette: Electric saw

An item:  HELL NO YOU KNOW HOW CRAP THAT WOULD BE THIS IS TREM NOT SPLINTERCELL
Title: New weapons and aliens ideas
Post by: DIGI_Byte on November 30, 2006, 02:23:35 am
Quote from: "black adder9"
cant you do a option to close down doors(so they cant open) and u wil need to destroy the doors to enter again(good when humans are almost destroed)
but it can only be done whit a vote and all the doors u selected wil close and canot open again(a teamvote wil take place then)


Func_destructable to complicated to do to working doors but Func_destructable is possible but was never placed in the game.

over all your ideas are stupid i mean come on think about what your saying get rip of the cool factor your thinking these are crap
Title: New weapons and aliens ideas
Post by: DIGI_Byte on November 30, 2006, 02:26:50 am
Quote from: "Epsilon"
I think the Rifle is the Assualt Rifle of the game. Howeber, I have an idea:

Cryo-Gun

It fires slow moving blue shots that, when it hits a targer, causes low-moderate damage and restricts movement, and leaves a small blue cloud for a moment that is harmful to those who walk through it. Care must be taken when firing it, like the flamethrower and Lucifer cannon: fireing too often starts to freeze the wielder and restrict his movement, as well as causing a little self-damage.


thats a stupid idea one shot and there doomed and it'll me anoying for team mate to move past  'cause .... aww forget it this post is to cr@p to bother
Title: New weapons and aliens ideas
Post by: holyknight on November 30, 2006, 02:29:24 am
GAAAAH! SO MANY "already posted" IDEAS! STOP!
And why are all these in General Discussion? Shouldn't they be in Feedback?
Title: New weapons and aliens ideas
Post by: DIGI_Byte on November 30, 2006, 02:30:18 am
Quote from: "Mr.devil"
Rifle Mk2- the same rifle with a drum but a bit slower RoF and has 60 bullets around 75 to 100 credits

Tesla gun- A watered out tesla coil that has extremely short range (like a flamethrower) but does a lot of damage around 600 to 700 credits

Blaster turret- a deployable turret that does not consume power but can only shoot straight ahead and is less powerful than a rifle

Sonic gun- a gun that fires sound blasts that disorientates aliens (like a bastiaks poison gas)


answers:
No

No

Interesting... maybe a usable one like an mg emplacement

Man that so crap....
Title: New weapons and aliens ideas
Post by: DIGI_Byte on November 30, 2006, 02:31:42 am
Quote from: "holyknight"
GAAAAH! SO MANY "already posted" IDEAS! STOP!
And why are all these in General Discussion? Shouldn't they be in Feedback?

Actually theres isn't a place for this if you think about it...

so general is the next best thing.
Title: New weapons and aliens ideas
Post by: Paradox on November 30, 2006, 03:29:10 am
I think the idea of destructible doors could work, but if done so you have to blow a door OPEN instead of breaking it.

Could add a whole new element.
Title: New weapons and aliens ideas
Post by: DIGI_Byte on November 30, 2006, 10:45:21 pm
Quote from: "Paradox"
I think the idea of destructible doors could work, but if done so you have to blow a door OPEN instead of breaking it.

Could add a whole new element.


PLease no, this is another one of those 'hey this is a great idea and every one likes it, but it would not fit in this game'
Title: New weapons and aliens ideas
Post by: techhead on December 01, 2006, 03:12:07 am
Can aliens build stuff on doors, preventing them from opening and forcing them to be blown off?
Title: New weapons and aliens ideas
Post by: ^Black on December 06, 2006, 01:40:19 am
Quote from: "^Black"
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.

What the fuck? I don't remember posting that, nor does it even make any sense.

TRASHCAT IS NOT AMUSED
Title: New weapons and aliens ideas
Post by: holyknight on December 06, 2006, 02:23:32 am
Quote from: "^Black"
Quote from: "^Black"
Quote from: "[HUN
Eagletooth"]Got some weapon ideas for humans:

Grenade launcher: This grenade launcher would shoot small frag grenades (much weaker than normal grenades)... You have to aim ballistically like with adv goon... At the armoury you can buy some additional ammo to the gren. launcher for money, for example smoke charges, napalm grenade, flash grenade...
Of course the grenades it shoots are doing area dmg...

Flak gun: This weapon would be for humans to tech lvl 1 and it would be hard to use (you must learn to use it effectively), and it would be good for medium to long range... It would shoot a small and fast rocket which explodes when reaches the range set up by the user... After that the rocket explodes and does massive damage on medium area... If the small rocket meets the enemy before it reaches the range set up by the firer then the ammo doesnt explodes just does small damage to the opponent... The user must set the range of the missle with the mouse wheel or maybe with the + - buttons, and player must guess when it comes to set the range of the missile... The weapon should be reloaded after 3 missiles and the user could carry maximum 3 missiles+3 in weapon... It would be effective against too early goons and against other camping aliens...

Bayonette: This weapon would be an acessory for some weapons which dont have secondary fire (machinegun, blaster, las gun, pulse rifle), and it would give a secondary fire to that weapon which means a thrust with the knife fixed on the end of the weapons barrel... On hit it would cause 10 damage...

An item: Deployable camera: Players who buy this item would get a small camera which should be deployed at a place... The camera would be sticky and be able to placed on ceilings and hard to see places... The aliens wouldnt be able to see it by their enemy detection ability... After the camera is deployed players can view throuh its optics by using the defence computer and they could switch between cameras, but one def com, could have only 6 cameras connected to it...


Can you say LAG???
They already tried that in a custom map though...it was laggy as hell.
However, I do like the idea, and maybe if it were part of the entire game it would be more stable.

What the fuck? I don't remember posting that, nor does it even make any sense.

TRASHCAT IS NOT AMUSED

you must have that same diease the guy in "Memento" has. :P
better start taking pictures and write on them about them.
Title: New weapons and aliens ideas
Post by: n00b pl0x on December 06, 2006, 03:03:35 am
i like the idea of a human gun that freezes/disorients aliens...the 'build on doors to make them stuck' sounds interesting...but yeah id find it quite fun to use a cryo gun or whatever it was called
Title: LOLZ
Post by: dude11235 on December 06, 2006, 08:09:39 am
These weapons are so unbalanced, why don't you guys make a game called "Retarded lethargic baby's vs. ULTRASONIC FLYING MACHINES WITH LUCI CANNONS!!!!!!" Here's some weapon ideas:
Baby's
1. Baby rattle
Action: Baby hits himself in head with funny noise thing until he dies.
2. Cry
Action: Whine like a b*tch until your out of breath and immobile.
3. Barf
Action: Makes you cry.

ULTRASONIC FLYING MACHINES WITH LUCI CANNONS!!!!!!
1. BFB
Action: Kills all baby's on map instantly.
Title: LOLZ
Post by: dude11235 on December 06, 2006, 08:11:29 am
you must have that same diease the guy in "Memento" has.
better start taking pictures and write on them about them.

Lol that movie was weird.
Title: Re: LOLZ
Post by: holyknight on December 06, 2006, 08:40:44 am
Quote from: "dude11235"
Quote from: "holyknight"
you must have that same diease the guy in "Memento" has.
better start taking pictures and write on them about them.


Lol that movie was weird.

indeed
Title: New weapons and aliens ideas
Post by: rapha on December 06, 2006, 08:59:05 pm
Quote
21:51 <rapha> <quote>I was thinking of advanced
               dretch. When its victim is about to die it gains control of him
               . it cant con or decon anything but go through teslas and
               turrets w/o a problem. and able attack other humans</quote>
21:52 <royale> lawl
21:52 <Mwa> haha
21:52 <Mwa> sounds fun
21:52 <rapha> Hey c'mon
21:52 <rapha> That would rock!
21:52 <rapha> I wonder what the human counter asset would look like...
21:53 <royale> human intel chip on tyrants =O
21:53 <rapha> Maybe the ability to pick small aliens off the floor when
               they're dead, connect them to the defcomp and be able to play
               them.
21:53 <royale> control teh tyrant ftw
21:54 <gareth0> ftw
21:55 <jhaa> make granger spit act like some kind of sperm
21:55 <jhaa> when you shoot it at the human, the human starts to grow little
              aliens inside it
21:56 <jhaa> and after some time he would burst and like 5 swarms (like from
              hive) would spawn out of him
21:56 <jhaa> and attack nearby humans
21:56 <gareth0> excellent idea
21:56 <gareth0> other humans would have to tk him to stop it
Title: New weapons and aliens ideas
Post by: dude11235 on December 06, 2006, 10:21:30 pm
LOL
Title: New weapons and aliens ideas
Post by: Tarhead on December 07, 2006, 01:23:39 pm
I think most of those weapons should be in Trem 2.
I would like more buildings like a wall Machine-gun Turret and Teslas :turret:  :tesla:
Also what a about Alien mines?
Title: New weapons and aliens ideas
Post by: rapha on December 07, 2006, 02:44:16 pm
We all are many things.

Besides that:

Can we have Trem 1.1.1 or 1.2.0 first? CAN WE? *whine* (Personally I also wouldn't care if you'd call it Tremulous 2007. Tremulous 06.12 would be better though!)
Title: New weapons and aliens ideas
Post by: Mispeled on December 07, 2006, 10:45:22 pm
A non-combat scout alien would be interesting, really low (less than dretch) HP, no attack, and not targeted by turrets.
Title: New weapons and aliens ideas
Post by: Risujin on December 08, 2006, 02:38:38 am
Quote from: "rapha"
Tremulous 2007

LOL ... we'd have to add vehicles :D
Title: New weapons and aliens ideas
Post by: Tarhead on December 09, 2006, 07:11:58 pm
I also think there should be beacons 1 evolve or 150 money and that can be destroy and all of your team mate can see how far it is.
Title: New weapons and aliens ideas
Post by: AzaToth on December 16, 2006, 01:33:58 am
I think about something more in line of relative overkill, but contains evil restrictions of use.

One example for Hummies:

Delta Nuke
Idea: Similar usage as Lucifer Cannon, but instead of a bolt, an instant stream of energy is released against the target.
Ammo: 50 pts (75 with battpack), no extra mags
Cost: 1000
Damage: 200 (10 pts) -1000 (50pts) - 1500 (75 pts)
Rate of Fire: theory: always, practically: a "cool down" for 2 to 15 seconds
Speed: instant
Restriction: minimum charge is 10 pts. Each 10 pts of released energy will give the weapon a cool down of 2 seconds and will generate a EM-field in the area (approx 20m radius) surrounding the path of the beam for 1 second, that will disable all electronic equipment for that period of time.
Title: New weapons and aliens ideas
Post by: blood2.0 on April 09, 2007, 03:24:47 am
vcxzet wrote:
I was thinking of advanced dretch. When its victim is about to die it gains control of him . it cant con or decon anything but go through teslas and turrets w/o a problem. and able attack other humans  
That would be WAY too powerful, just decon the reactor and bam, aliens win, it would also cause many false griefer alerts. Or was that suggestion a joke?

i like the idea of the advaced drench.  but i think that you should not be able to tell the difrence between it and a normal one and if you kill the guy he doen't die insted he goes down to 1 hp and then he runs back to his base to get helth the drench then blows up. just an idea i know it wont work
Title: New weapons and aliens ideas
Post by: Lord Baxter on April 09, 2007, 08:00:02 am
i may sound like a toop for saying this but these weapons dont really fit into basic evolution or military strategy. aliens really need to be designed to fit a niche on their team, not just because they are awsome and can shoot flames. and human weapons cant just be cool, they need to have a purpose in grander strategy. sniper rifle would not work against aliens, but something that is good at limiting alien mobility would.

there, ive said it and even if its completely wrong its there
Title: New weapons and aliens ideas
Post by: Glunnator on April 09, 2007, 11:51:39 am
I like the idea of the flashlight. For the rest... nah... :-?
Title: New weapons and aliens ideas
Post by: Paradox on April 09, 2007, 05:28:52 pm
Quote from: "Glunnator"
I like the idea of the flashlight. For the rest... nah... :-?

Instant flashlight bind:
Code: [Select]
/set lighton r_gamma 2; bind x vstr lightoff;
/set lightoff r_gamma 1.5; bind x vstr lighton;
/bind x vstr lighton;
Title: Re: New weapons and aliens ideas
Post by: Tremhelper on February 26, 2011, 05:34:33 am
come and see my article with this, look up improvements for tremulous!