Tremulous Forum
Community => Mod Ideas and Desires => Topic started by: Mangler on January 28, 2007, 05:05:26 am
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FIRE! FLAMES! INCIENDARY DEVICES! PYROMANIA!
These are all good things, especially when a big ol' Tyrant is running towards you.
But the Flamethrower, is strangely missing something...
Flames, check
*Throom* sound, check
Ability to cook yourself and everything around you, double check
Ability to catch stuff on fire, ch...errrr WHAT NO!??!
Neither the effect of catching something on fire, nor the graphical effects are seen in the game ATM.
I vote that the Flamethrower gets the ability to set People, Aliens and buildings ON FIRE!
Basically nothing else whould change except that after doing X ammount of damage to something that 'burns' (e.g. it can be built or moves; a game entity..)
Will start to burn on its own, with a neat crackling fire effect and a particle baised fire effect. Things that are buring do some radius damage to other nearby things, but can not ignight anything else.
Also handheld fire-extinguishers should be added to coincide with this addition. They are a 'free' item (like medkits) and are automatically replenished when you visit the Armoury. Aliens need no such item as the Adv. Granger spit will automatically extinguish a burning structure or Alien.
Also perhaps a Alternate 'Bombardier Beetle' Granger that is orange and spits flame instead of the usual black loogie, more flames = more fun.
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Go buy yourself a copy of Deus Ex: Invisible War (http://en.wikipedia.org/wiki/Deus_ex_:_invisible_war) and throw chairs/bodies/etc at yellow lasers.
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this would be cool but the flamer does massive ammount damage already (I heard that full clip can do over 3000) so this must be reduced if this pyromiania begins. I would love to have petrol spraying or some other way to create cool fire walls ^^
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The flamethrower is fine as it is.
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if the flame thrower had smaller clips (say 50, carries 3 extra clips totaling 200 "rounds") and needed a reload, it would be fair to have structures that are flamed stay on fire and get damaged much like poison, a little damage every few seconds and wears off after 5-10 seconds? it would definitely add some realism to the game, AND on a suicide flame rush of the OM you might still kill the OM after you die because of the burn damage.
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The problem I see with this is the flamethrower is used a lot. With a lot of flames, there would have to be a lot of fire sprites. If there is more than one person fire spamming, then the sprite count would get very high and cause lag. Also realize that this is in the future and the human buildings, and most of the environments are metal. I have never seen metal catch fire unless it is around its melting point (due to impurities), and with the speed of most of the aliens, they could run the fire out. Good idea, just wrong environment for it.
I believe the best way to achieve this if you are very determined, would be to make an entity flag called flamable and make a fire animation. All entities with the flag set to 1 (or something) would play the animation when hit by fire.
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Paint, enamel, and primers do catch on fire, which weaken the integrity of the metal.
Half the human structures look painted, at least partially.
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If they have teleporters, self-building structures, and phaser-like weapons, I highly doubt that they would use paint, enamel and primers that are readily combustable, if they are still even used (think future). If anything, they probably have a mix that they put in the production of the metal (that has unknown side effects like radation). I just have seen a lot of negative criticism against anything that was unexplained or contradictory in any way. You should clear up any doubt as to how everything can catch fire so easily.
Make the flamethrower use napalm to stick to stuff.
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give us the FLAMES!!!
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okay then, what if only humans, aliens and alien structures catch on fire, WAIT, humans cant catch on fire because I highly doubt that they would use skin, fabric and hair that are readily combustable, if they are still even used(think future). If anything, they probably have a mix that they put in the production of the fetus (that has unknown side effects like everyone looking the same).
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Ever heard of naphtha Jelly? AKA NAPALM?
Its a burning glue basically. Its sticks to stuff and burns. Happy?
I'm surprised more people did not complain about the Flame-Granger.
Also POSTAL 2, has very good flame effects.
And, people are worried about SPRITES slowing down the game... hah, what is used in the Particles then?
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Guys. GUYS. Get some perspective here: it does not matter whether the armories are painted with enamel or mixed with some mystery compound. Adding continuous fire effects is a good idea (if the flamer is seriously hampered in some other way to compensate) and would, in my opinion, make the game that much more fun. The flamer would certainly become a more interesting weapon instead of just a pretty, overpowered shotgun clone.
And again, dampening the flamer's ability in some other area like clip size or power is pretty imperative if you wanna do this. First, it'll probably become slightly less used because of it, meaning that extra lag from the flame effects really shouldn't be so much of a problem. Second, it makes it so that the flamer isn't any more powerful than it was before--just used differently. That way, you won't have to compensate by creating a bonus class or power for the aliens (fireball-hocking grangers do sound pretty hilarious, but I like to keep my aliens and my Mario separated).
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okay then, what if only humans, aliens and alien structures catch on fire, WAIT, humans cant catch on fire because I highly doubt that they would use skin, fabric and hair that are readily combustable, if they are still even used(think future). If anything, they probably have a mix that they put in the production of the fetus (that has unknown side effects like everyone looking the same).
btw, this was a JOKE, it was a flame post to the one about the armourys and paint, after all give us the FLAMES!!!
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Let the bases burn down in a fiery torrent of Napalm.
I just need to get my fiddle (historically, a lyre).
Do NOT defend the base with a flame-thrower.
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btw, this was a JOKE, it was a flame post to the one about the armourys and paint,
I know, I wasn't referring to you.
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the flame thrower is strong, but the thing has a shitload of self-damage :|
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btw, this was a JOKE, it was a flame post to the one about the armourys and paint,
I know, I wasn't referring to you.
yeah, just making it know to all the brainless ppl on this forum :P, the flamer is really only good for scaring tyrants and mass-killing dretches, imo, it'd be a better base killing weapon - holy shit i think my cat just craped *puke* - and a better alien killing weapon if it has after damage, self damage would suck though :S
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Mangler, I suggested napalm.
Plague Bringer, watch the flame posts, I was trying to point out that people hate unexplained structures or events. I have gotten hammered on some of my maps for Jedi knight for having some lights without any visible source. If you want to have some fun, go make a homemade flamethrower and torch a piece of sheet metal and tell us your results.
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Mangler, I suggested napalm.
Plague Bringer, watch the flame posts, I was trying to point out that people hate unexplained structures or events. I have gotten hammered on some of my maps for Jedi knight for having some lights without any visible source. If you want to have some fun, go make a homemade flamethrower and torch a piece of sheet metal and tell us your results.
wow, JK II has a tough community. okay then, for unexplained, what about the marauder's ability to zap, explain that! :-? This is tremulous, tremulous is about gameplay, not realism
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okay then, for unexplained, what about the marauder's ability to zap, explain that! :-? This is tremulous, tremulous is about gameplay, not realism
Mara zap?
Biological creation of electricity is easy, look at the electric eel.
And they produce a chemical that is conductive, which that squirt at you to allow the cool ranged zapping.
Bit like the newer tazers.
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okay then, for unexplained, what about the marauder's ability to zap, explain that! This is tremulous, tremulous is about gameplay, not realism
Mara zap?
Biological creation of electricity is easy, look at the electric eel.
And they produce a chemical that is conductive, which that squirt at you to allow the cool ranged zapping.
Bit like the newer tazers.i've never seen a marauder spit at me before electricuting me, nor have i ever spit at anyone
>,< maybe it pees :-? or maybe it spits when you press taunt :-? let's get back to the topic discussion though, do we want to add this into the game, ifso, how, and who's gonna do it?
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i've never seen a marauder spit at me before electricuting me
No, no, no. It spits while electrocuting you, the electricity travels along the spit, through you, and to the ground. (But of course this can't be the way it works because Advanced Mauraders can't zap friends or the walls)
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All aliens are zap proof, (Hummies use differently polarised power...)
And its the future. Like they are going to use conductive walls.
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Yea, and in the future a Human "helmet" is a mere headband that protects the head when it is seemingly left wide open.
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All aliens are zap proof, (Hummies use differently polarised power...)
And its the future. Like they are going to use conductive walls.
It's the spit that is conductive, so it could zap anything if it used spit.
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All aliens are zap proof, (Hummies use differently polarised power...)
And its the future. Like they are going to use conductive walls.
It's the spit that is conductive, so it could zap anything if it used spit.
Please explain to me how the spit travels around over several human targets in a row while evading friendly stuff. :-)
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it would be nice if the flame thrower was realistic rather than shooting random flames in the crosshair direction it could at least shoot like a REAL one...
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IT SHOULD EXPLODE ON USE
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IT SHOULD EXPLODE ON USE
It sure looks like this is what happens when I use it :-?
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IT SHOULD EXPLODE ON USE
Y'know there IS a 2nd Fire button not being used...
"Personal BBQ Mode", yep.
I mean, if a Tyrant is running at you; you're dead meat anyways, why not make it a BBQ, you might take 'em with ya. :D :tyrant: :o
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The flamer is good as it is... no point in adding flame effects... every thing's cool as it is...
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Realistically, the flames should move faster, and have a effective range of 50-80 meters (165-270 feet). Unless your flamethrower shoots propane (ineffective and unsafe) instead of a flammable liquid, usually diesel or napalm.
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if flamers can catch things on fire, aliens better get fire too and grenades
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play TremX
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Realistically, the flames should move faster, and have a effective range of 50-80 meters (165-270 feet). Unless your flamethrower shoots propane (ineffective and unsafe) instead of a flammable liquid, usually diesel or napalm.
50-80 meters?!
You could fry a tyrant outside on atcs from from the time it leaves it's base and gets to yours!...just stand in the doorway!
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Modern tank mounted flame-throwers can shoot that far.
Infantry ones are smaller, but still nothing to laugh at.
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if we're gonna do that we're gonna have to increase the tyrant's forward slashing range, make dragoon barbs go straight, be hitscan, and do 50dmg to battlesuits, dretches have to be immune to everything but blasters, and granger spit has to blind, slow, deafen, poison, disorient, and instakill all hummies it hits...it also has to be able to take out an armoury in one hit.
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Tremulous has no tanks, thus, no tank-mounted flamethrowers.
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I was talking about the infantry flamers >_> if hummies had tank mounted flamers..dont even get me started..all i'd have to say about that is we'd need 5 more stages to balance that out
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WWII Era Flamethrowers:
USA M2-2: 33 meter range.
German Flammenwerfer: 18 meters.
British Flamethrower, Portable, No 2: 36 meters.
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yeah, current flame thrower doesnt do anything past 2 meters (this is a guestimate since i have never seen it in action side-on) 18 meters is the minimum there...i'm thinking a rant cant be more then a meter long...you'd be able to fry a rant 18 times by the time it kills you