Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: Sushi on March 24, 2007, 06:43:48 pm

Title: New wepons and stuff for tremulous?
Post by: Sushi on March 24, 2007, 06:43:48 pm
Ok, so my friend wanted there to be a new gun on tremulous so we designed one together and came up with this........
(http://i130.photobucket.com/albums/p257/spinnacre/Nexzus.jpg)
It would be, like a good upgrade to the las gun, but after making it, it led me to think, 'I'm starting to get bored of the old weapons and evolves.'

Battles always end when humans ether charge into the alien's base with chainguns and lucifers in battlesuites, or the aliens just charge in with tyrants.
I think there should be more weapons and things otherwise its just gonna get to repetitive.

Quote
One ? is plenty -Paradox
Title: New wepons and stuff for tremulous?
Post by: Sushi on March 24, 2007, 07:09:46 pm
Oh, and i'm kinda new, can u tell me if the poll works??

Edit } thanks for your help!
Title: New wepons and stuff for tremulous?
Post by: NiTRoX on March 24, 2007, 08:34:01 pm
LOL. Looks like a towel hanger with toilet paper around it.
Title: New wepons and stuff for tremulous?
Post by: Caveman on March 24, 2007, 08:35:05 pm
a) check the other threads about "new weapons"
b) the weapon shown would be bad as the handle WILL take up lots of precious space on the screen. Very bad in S1
c) the poll works :)
Title: New wepons and stuff for tremulous?
Post by: Plague Bringer on March 24, 2007, 09:36:20 pm
I agree (although these new weapons would eventually get boring and repetative also, it'd be a nice change of pace) Tremulous needs upgraded versions of the current weapons just like aliens have upgraded versions of the various classes. Halo CE has a tiny community, but alot of the maps they produce contain weapon mods, there's alot of variety....why can't the Tremulous community have that also?
Title: New wepons and stuff for tremulous?
Post by: Superpie on March 24, 2007, 10:07:46 pm
I think you should just be able to upgrade the weapons you can buy already, but with separate upgrades. For instance you can buy a battery pack for a pulse rifle, so why can't you buy a high-capacity clip for the regular rifle? A chain belt for the chaingun? An extra gas tank for the flamethrower? ^^
A tactical assault rifle with a short-scope and 3-round bursts would be really nice against dretches in s1.
EDIT: Heh, I just described the battle rifle from Halo 2 >_>
Title: New wepons and stuff for tremulous?
Post by: Sushi on March 25, 2007, 07:29:43 pm
How a'bout a tesla cannon, upgrade from the lucifer cannon.


Shall i remove the handle?????
Title: New wepons and stuff for tremulous?
Post by: Caveman on March 25, 2007, 08:09:42 pm
Well... if you remove the handle that is up to you.
But before you do it, please study weapons some more .)
w/o the handle it'll look like a pump-action that is out of proportion.
Title: New wepons and stuff for tremulous?
Post by: ShadowNinjaDudeMan on March 25, 2007, 08:46:40 pm
I would love some new interesting guns for Tremulous, but maybe something, new. Perhaps a ray that reduces an aliens speed to a pathetic crawl, rather than another way of getting a bullet/energy packet/ball of doom from a to alien.

The only problem I see is that peole are just going to be looking at guns going "Oh yeah, better add another meter here" "What about a scope, youve gotta have a scope!" "Add a BOUNCING ball of doom" "Its gotta kill a tyrant in one!" Meanwhile everyone else is goin "yeah" "Of course" and you get a mod called balance.

Sure the weapons are cool, but as an alien you feel hopelessly nailed, but dont worry, cos to even it all out aliens get dretches that explode, how crap.

So plz take this into mind when designing new weapons, design new aliens as well.
Title: New wepons and stuff for tremulous?
Post by: sleekslacker on March 26, 2007, 09:09:12 am
Quote from: "ShadowNinjaDudeMan"
I would love some new interesting guns for Tremulous, but maybe something, new. Perhaps a ray that reduces an aliens speed to a pathetic crawl, rather than another way of getting a bullet/energy packet/ball of doom from a to alien.


I want a raygun that shrinks aliens into mouth-bite size. The human will then need chase and touch the alien in order to kill it. This will balance the dretch's ground headbite.

Yes I am seriously suggesting this.
Title: New wepons and stuff for tremulous?
Post by: Seffylight on March 26, 2007, 03:44:23 pm
Thank god Tremulous development isn't a democracy, because most of the Tremulous community is obviously hopelessly retarded.
Title: New wepons and stuff for tremulous?
Post by: Risujin on March 26, 2007, 04:50:55 pm
Quote from: "ShadowNinjaDudeMan"
The only problem I see is that peole are just going to be looking at guns going "Oh yeah, better add another meter here" "What about a scope, youve gotta have a scope!" "Add a BOUNCING ball of doom" "Its gotta kill a tyrant in one!" Meanwhile everyone else is goin "yeah" "Of course" and you get a mod called balance.

lol xD
Title: New wepons and stuff for tremulous?
Post by: Caveman on March 26, 2007, 05:34:08 pm
Quote from: "Seffylight"
Thank god Tremulous development isn't a democracy, because most of the Tremulous community is obviously hopelessly retarded.


We're going to Jackson ...
Title: New wepons and stuff for tremulous?
Post by: -:GoDz:-Devil on March 26, 2007, 11:36:56 pm
The gun looks awesome! I think we should have couple new guns in trem.
Title: New wepons and stuff for tremulous?
Post by: n00b pl0x on March 27, 2007, 12:58:37 am
Quote from: "-:GoDz:-Devil"
The gun looks awesome! I think we should have couple new guns in trem.


holy ....
Title: New wepons and stuff for tremulous?
Post by: King of the saws on March 27, 2007, 01:57:02 pm
Try to make a chain lighting gun that works like the mara's attack :advmarauder:
Title: New wepons and stuff for tremulous?
Post by: Caveman on March 27, 2007, 02:15:08 pm
Try to merge all threads which are about new weapons and delete the result :)
Title: New wepons and stuff for tremulous?
Post by: Plague Bringer on March 27, 2007, 09:24:44 pm
Why must you discourage mods like this? Go bug Risujin or vcxzet  :roll:
Title: New wepons and stuff for tremulous?
Post by: holyknight on March 28, 2007, 06:27:58 am
Quote from: "Seffylight"
Thank god Tremulous development isn't a democracy, because most of the Tremulous community is obviously hopelessly retarded.

indeed
Title: New wepons and stuff for tremulous?
Post by: Sushi on March 28, 2007, 06:02:20 pm
By calling the tread 'New weapons and stuff for tremulous???' I didn't just mean new stuff for the humans. I didn't even mean better stuff like 'SUPER LUCIFERS' and 'ADVANCED TYRANTS'!
All I think is that there should be new weapons and classes to master, so there would be more things to do, so there could be different endings/outcomes to games.  :roll:  :)

Better upgrades to things are a good idea (Thanks Superpie!)
 :wink:
Title: want late-joiners to help in the final rush?
Post by: player1 on March 28, 2007, 07:40:09 pm
OK, but if you get a Tesla Cannon in S3 then I want a Flying Exploding Bile Dretch in SD! But really, I do like Superpie's Upgrade idea. Deus Ex-style upgrades for weapons and TeamArena-type powerups for aliens (Cloaked Basi with Quad-damage, FTW!).

And while this idea is fresh in my head, I'll elucidate. During some late stage of the game, say Sudden Death +x minutes, PowerUpGrade phase begins. For every enemy structure you destroy a PowerUpGrade appears. For Humans, a Scope, Clip, or Ammo Box for projectile weapons, blaster dual-wield with Adv ckit for destroying enemy structures, a batt/jet toggle for NRG weapon-with-backpack loadout, etc. When the acid tube, barricade, or egg dies, it yields the appropriate item ("You picked up the Clip",  "You have Dual Blasters", etc.) For aliens, destroying say, turrets, teslas or spawnpoints would yield some kind of PowerUpGrade, like Cloak, Shield, or Damage Multiplier. The first player to run over the PowerUpGrade grabs it ("You have the Shield", etc.). Elements of Quake, UT, Deus Ex, and yes, the dreaded Halo. This would reward attackers, and teach new people that late in Sudden Death you should be attacking enemy structures or guarding your spawnpoints. Also, Humans can't pick up Alien PowerUpGrades and vice-versa. And they only last a limited amount of time, don't regenerate, you lose them when you die, and maybe they are destroyed when you die or after a limited amount of time. OK, flames please.

Sudden Death +x minutes = PowerUpGrades

Human
Clip - reloads projectile weapon with some/max ammo
Ammo Box -  increases ammo carry by x% for proj weapon
Scope - limited zoom for proj weapon
Affected weapons: Rifle, Shotgun, Chaingun (yes, S1 weapons)

Dual Blasters - with adv ckit near repeater for destroying alien structure

TogglePack -switchable between batt or jet with NRG weapon
Affected weapons: Pulser, LasGun, TeslaCannon

Alien
Cloak - dampens movement noise, camouflages player
Affected classes: all except Tyrant (gets HealthBoost instead)

Shield - adds armor rating to alien classes
Affected classes: all except Tyrant, Adv Goon, Adv Mara, Adv Granger (get SpeedBurst instead)

Damage Multiplier - multiplies damage based on class
Dretches = x2
Grangers = +50%
Lisks & Maras = +25%
Goons & Rants = HealthBoost only

And you can/cannot pick up multiple PowerUpGrades (for your playertype), based on server preferences.

Thanks, I'm better now.

Ed the editor sez:
Yes, I realize a scope on a shotty is just a monocular. Some PowerUpGrades work better with certain loadouts. Boohoo. Use it to find hidden dretches, then run in and blast them with bugshot.

And the TogglePack converts your (carried?) battery pack or jetpack to dual use. When it's "off", it's a battpack, and when it's "on", it's a jetpack. Maybe if you aren't carrying a pack, you get nothing. Zip. Squat. Nada. Possibly won't work with LuciCannon or TeslaBFG/Lightning Gun. (Use above model and give adv mara/tesla gen chain lightning attack). Interference between device field generation or something. Again, such is life. All is not fair. This is a war for the very survival of our species  (I speak to my fellow aliens). :roll:  :P  :wink:  :)

Also, you could have the non-wallcrawling Shield Granger as well as your wall-crawling Adv Granger, which means you might still have someone who will build essentials late in the game.

If Sudden Death is Stage Four, PowerUpGrades is Stage Four times Two-and-a-half!

Also, to simplify, you could just have the pinkskins get Reload (reload proj weapon), Dual Blasters (adv ckit gets dual blaster wield AND dual blaster fire rate AND 2X blaster damage near reactor or repeater for limited time, all others dual blaster wield with simul-fire for limited - slightly greater? - time) and TogglePack (with/without carried pack and player gets TeslaCannon replacing PulseRifle/LasGun as server options). Aliens get Cloaked, Shield & DamageX as described above. HealthBoost = +x health which deteriorates over the next minute back to no gain/max health. SpeedBurst = brief increase in movement rate (say 110% for ten seconds).

Unless you think "Timelimit Hit" makes a better screenshot than using Dual Blasters against a Cloaked Basi. "You have the Power Blasters; Git 'em!" vs. "You are now Cloaked; Bite/Slash!"!! Or tramplecharge with SpeedBurst vs. Chaingun with fresh Reload. "You got the SpeedBurst; Run!" against "Your weapon was Reloaded; Fire!"! PowerUpGrades - get 'em soon at a lonely outpost, abandoned corporate militia space base or infested processing plant near you!

Again, this is only for Sudden Death + no outcome situations. Double overtime. PowerUpGrades. Would activate ten minutes into SD, possibly only in games over one hour, or where timelimit has been extended, could be voted upon by server option, et cetera, &c.

It would work like this:
When an affected Alien structure is destroyed (say, acid tubes, barricades and eggs) a blue rune/icon/glowing-ball-of-lightning appears. If, within a specified time (maybe ten to thirty seconds) a Human player runs over it, he or she is awarded the appropriate PowerUpGrade, based on current weaponcarry (loadout). Riflemen get Reload, builders get Power Blasters, pulser/lasgunners get the TeslaCannon, and those with packs get the TogglePack in addition to Reload, Power Blasters or the TC. Those with battlesuits or lucis get HealthBoost; flamers get SpeedBurst. The PowerUpGrade would last some limited amount of time, say one to three minutes (or much, much shorter for the SpeedBurst), or until the player dies, or thirty seconds after the player dies, and still have an ultimate (temporary) lifespan.

When an affected Human structure is destroyed, a similar (except that it is coloured red) rune/icon/lightningball appears, but, based on which structure it was, one of three different PowerUpGrades (or one of the two consolation prizes) is bestowed upon the first Alien to run over the sigil. Thus, turrets give Cloaking, teslas endow Shielding (maybe especially against other teslas), and telenodes produce Damage Multiplication (or the appropriate HealthBoost or SpeedBurst for classes powerful enough already). Again the PowerUpGrade would only be temporary. (Limits could be server options.)

New models: 1) Sushi's gun as TeslaCannon 2) PowerUpGrade rune/icon/glowing thingy imported or purpose-built for the occasion (blue for Humans, red for Aliens), 3) Dual blasters, or not (maybe just a SuperBlaster with 2X firing rate & 2X damage; regular model but green and glowing; overheats and blows up easily). Also, some sort of visual effect for PowerUpGraded Aliens: chameleon, ghostly or matte black for Cloaked, golden and shiny or matte grey for Shielded, bright red or glowing green for DmgX. Some new game-code, for PowerUpGrade enablement. New and surprising outcomes to hour-long games. Thoughts, comments, cries of outrage? Also, maybe the TeslaCannon remains when you die, floating and rotating in space like a Q3a weapon, which can be picked up by anyone carring a pulserifle or lasgun, and which converts their weapon to the TC. TremArena. You could call the mod Teslafication or SushiCannon or just PUGmod. Anyways, just some silly ideas for a lazy afternoon. Cheers!

Don't forget the Flying Exploding Bile Dretch. Costs 2 evos. 50 health. Fly via "enter" or "mouse 3". Use "space" for up, & "C" for down. Wallwalk disabled by fly mode. To re-enable, disable fly, toggle wallwalk. Explodes upon death, after final "dying throes" animation. Spawns with poison bite. Counterbalances TogglePack & TeslaCannon combo. Sticks to humans like bubblegum on a hot sneaker.
Title: New wepons and stuff for tremulous?
Post by: Sushi on March 29, 2007, 05:06:36 pm
Some very nice Ideas!!!!!!!!!!!!!!!!!!  8)  :)  :D  :D  :D  :D
Would a scope work with a chaingun???????  :eek:  :D  :D  :D  :D  :D  :D


probably not, too shakey!
Title: New wepons and stuff for tremulous?
Post by: Caveman on March 29, 2007, 05:24:21 pm
And what about Grangers?
Title: I've got it all written down somewhere...
Post by: player1 on March 30, 2007, 12:05:16 am
Quote from: "Sushi"
Some very nice Ideas!!!!!!!!!!!!!!!!!!  8)  :)  :D  :D  :D  :D
Would a scope work with a chaingun???????  :eek:  :D  :D  :D  :D  :D  :D


probably not, too shakey!


Actually Sushi, I rewrote the whole thing last night. I'll PM you, and post it here, too if I get the chance. Every Human weapon gets a specific upgrade (practically). Whatever ideas you like, feel free to use or request changes. I can't code. They's nothin' but idle thoughts t' me.

adv ckit - power blaster
rifle - reload mod
psaw - stillshield (when motionless)
shotgun - super shotgun (import from open source Q2?)
lasgun - tesla cannon
mass driver - reload mod, restored/improved zoom
chaingun - steadyaim, kickreducer
pulse rifle - tesla cannon
flamethrower - speedburst
lucifer cannon - healthboost

ckit & grenade - unaffected or EMProxmine?

battery/jetpack - togglepack

battlesuit - armorboost only! (no weapon upgrade awarded)

reload mod - reloads weapon (gives 1/2 total ammo up to carry max)
also very slightly decreases reload times and allows projectile reloads at repeaters

super shotgun - gatling quadslug DU (shoots four depleted uranium slugs with slight reload between rounds, and then reloads entire weapon)

EMProxmine - disables Alien PowerUpGrades for very brief period, also disables stillshield, causes FEBdretchs to fall/explode? (proximity detection and  EMP efficiency all in one ready-to-use package) ckit becomes minelayer (free/hidden easteregg?), grenade becomes sticky EMProxmine

Quote from: "Caveman"
And what about Grangers?


Wow, a non-flamey quip from the cave! (Kidding/Sarcasm)
But really, sure, what would you like? Cloak, Shield & DmgX all work for our cuddly green buddies. Oh, I see what you mean. 'Cuz the hummies get the Power Blasterz? Howz about caustic granger spit, with splash area damage instead of creep? Hot and burny like turret slag? Near a booster or OM, in PUGfuglyMODmode only for nonadv grangers instead of one of the above powerups (Cloak, maybe).

(N.B. - elapsed time>60min0sec AND Sudden Death AND SD>10min0sec AND !callvote extendtime/reducetime>1 = PowerUpGrade phase begun!). The second vote call ends the BS and starts the Final Phase of My Wicked Plan: PUGfugliness!

OK, FEBdretches and Granger slagspit. What else (as if I could actually make any of this happen)?
Title: New wepons and stuff for tremulous?
Post by: Sushi on March 30, 2007, 05:00:48 pm
Very nice
I was also thinking of some new stuff,

2 buildables,

A super energy ball/tezla generator for humans - can block quite big passageways and things, instantly kills a dretch - very powerful, only one can be built.

-----------------------

Acid vapor tube for aliens - constantly squirts out a low mist of acid vapor - quite powerful, can be very big!!!!
Once it is destroyed, like the humans' tezla thing, it will suck it all back in and not be a threat. It can do quite a lot of damage to battelsuites as it gets inside and stuff, by can be flown over in a jet-pack!!!!!!    

-----------------------

Some mines for the humans, and for the aliens, spores that reproduce slowly and bite humans legs off!!!!!!

Thanks for your time!!!!!!
Title: dual
Post by: mooseberry on April 02, 2007, 05:37:37 am
any one thought about doing dual wield guns??? Such as flamer-pulsie, or md SHOTGUN, LUCI-LAS GUN ECT???
Title: New wepons and stuff for tremulous?
Post by: whitebear on April 02, 2007, 10:33:32 am
Dual wielding guns would rock the socks!
left mouse button for left gun and right mouse button for right gun. if there is secondary middle mouse button to activate it from both guns (two lucy secondary's same time xD
Title: it's been discussed
Post by: player1 on April 02, 2007, 05:17:11 pm
re: dual wield

http://tremulous.net/phpBB2/viewtopic.php?t=3924
Title: Why
Post by: The Neutral on April 02, 2007, 07:28:26 pm
Dual wielding is always either over or underpowered.  What I really want in Tremulous is something like a Gauss Gun for the Humans.
Title: More maps !
Post by: RedGuff on April 03, 2007, 01:37:59 am
Hello.
I respect your wish, but I prefer more maps, than more guns.
Thanks
Title: Maps are good
Post by: The Neutral on April 03, 2007, 01:59:45 am
Maps are nice, but that goes in the mapping forum, I love maps though, and admire those with ability to make Trem maps, but a new version of trem is supposed to come out SOON, and I want new weapons.
Title: New wepons and stuff for tremulous?
Post by: Dracone on April 03, 2007, 11:59:11 am
See, if the weapons get any better, or we add a stage, that will unbalance stuff. As it is, S3 vs S1 is almost HOPELESS for the S1 team. ALMOST! But sometimes they come back and even win. If you make it so that S3 team with new weapons, or even S4, is against S1, that chance is basically cancelled out, and that has been one of the things I've liked about Trem, the ability to come back through a hard problem.
Title: No, my idea...
Post by: player1 on April 03, 2007, 05:03:56 pm
Well, Drac, I agree with you about the thrill of coming back when the other team almost has you beat. Those games are absolutely awesome. You're almost ready to be out of spawns, hanging your head, and humbly typing "gg" in green, and then something happens. Suddenly, your team finally stages up. Somebody joins, or somebody quits, or you finally find the handle, or they go off somewhere to mess around, or they separate, and you're back in the game. That's happened to me a couple of times, and those are some of the most memorable games I've played. Especially when we didn't do it by suddenly outnumbering the other team or getting ringers halfway through the game.

As an aside: The PowerUpGrade idea would only be to modify Sudden Death, in games over an hour, where SD is over 10 minutes, and extendtime/reducetime votes begin to disrupt the gameplay. If you go destroy enemy stuff, you get cool toys. The carrot (not the stick) approach to anti-camp. (Also the "cut-that-out" approach to callvote/votebind abuse.)

But the overall idea of just randomly adding weapons or aliens or glowing power thingys has been discussed ad infinitum on the Mods page, and the general consensus is: Play the Game. Learn the Game. People worked on  Play-Balancing the game. People are working on upgrading the game. If you think you need better/different weapons or buffed/nerfed aliens, you need to play more.

That being said, additional weapons and classes (as well as maps) are what many people expect with a "new" iteration. Gamers always say, "Wow! You're updating it? Can you add my latest half-baked kewl idea? Why not?". The same thing has happened with every game I've played, going back to Unreal1. Players say "C'mon, it would be kewl" and mods/devs/coders say "FDIY or stfu!". At least the Tremdevs listen to some suggestions. Didn't Norf get involved just by helping out?

My two cents.

PlayerOne has donned his Battlesuit
and awaits Flamethrower TK and Decon Base Nadespam
Title: Kewl
Post by: The Neutral on April 12, 2007, 04:44:06 am
While I too love those comback games, people are people, we get bored easily.  The biggest reason we need new weapons is that we need to add some more things to do, while there is alot it is still limited.  And there are some things I would like to see, like an Anti-Tyrant gun that suck against almost everything else(Lucy has that secondary fire that PWNZ dretchies and such) you know stuff along the lines of that.

But now that I think more and more about it I realize that adding another stage could infact be very useful and make those comeback games more realistic, example:
S1 is the same for both alien and human(maybe a new gun or class)
S2 Human - Same, maybe some new guns
                  Same as above except classes for aliens.
S3- Human - (No Real battlesuit Light Battlesuit(not in current Trem) and a weaker Luci.              
      Alien    - Advance Dragoon(No Tyrant), and another class Like an Uber Marauder.
S4 - Human - BattleSuit, Luci, all the Stuff and mare.
       Aliens - Tyrant and an Uber-Goon.
Title: New wepons and stuff for tremulous?
Post by: Killjoy#1 on April 12, 2007, 09:29:23 pm
How can i import a image?I got a pain saw mix with a Gun.
Title: New wepons and stuff for tremulous?
Post by: Plague Bringer on April 12, 2007, 09:31:18 pm
Adding stages will throw off tthe precious balance of Tremulous.

It's been discussed before and it's not going to happen, dont bother.
Title: New wepons and stuff for tremulous?
Post by: f0rqu3 on April 12, 2007, 10:19:26 pm
model some for me
I will implement
Title: RVVV RVV
Post by: The Neutral on April 15, 2007, 04:04:09 am
So what your saying is that you made a Lancer(like from Gears of War) I wanna see that, as off setting the precious balance of Trem, we need to do something cool to signify the difference between old Trem and new Trem, adding another or more weapons/classes seems the most logical, and possibly even new game modes.  Trem is like all games, if you leave it the way it is for too long everyone just slowly forgets about it and it then dies...

And I dont want Trem dead!
Title: New wepons and stuff for tremulous?
Post by: fishfood on April 17, 2007, 12:11:36 pm
yer sushi some new guns with upgrades on would be sound i love the mass driver the problim is with that it fires to slow here a good idear hot about a mass drivers that shoot 2 shots at a time or a faster clip so its like the las gun but of corse the gr8 accrcy and power of the las gun.


also heres a crazy idear how about we put something like a self loading rife on top of the arm so if a :advmarauder: jumps in to take it down the :armoury: can fight back and try to safe it self hwo about that  :eek:  :eek:  :eek:  :)  :)  :D  :D  :D  



hay how about this for a grager atack if the grager can find away into the base it can send off a poin bomb that kills in 10 secons and stays in the air for 2minits and for the building if thay get into the aliens base thay can build a bomb like a some atamoic bomb that will blow stuff up in a(was going to say mile but way to long)600cm distacn so build it next to the om booooommmm  :O  :O  :O  :O
Title: New wepons and stuff for tremulous?
Post by: fishfood on April 17, 2007, 12:13:38 pm
ooops in the 1st pargrave the last 2 words are not apost to be las gun its apost to be mass driver soz lol :)  :)  :o  :o
Title: New wepons and stuff for tremulous?
Post by: fishfood on April 17, 2007, 12:15:00 pm
i relly havent forght about this with the gragers atack it a poinsen bomb and with a builder from humes a big atomic bomb
Title: New wepons and stuff for tremulous?
Post by: techhead on April 17, 2007, 09:06:20 pm
Edit button, please.

EDIT: While you're at it, fix your spelling and grammer. If english is your second language, I wouldn't mind if you used your native grammar with english words.
Title: New wepons and stuff for tremulous?
Post by: TriedtoDestroyMetal on April 18, 2007, 05:07:20 am
Hey-yo,
Don't forget the throwing knives, aiiight!
Title: BLARG
Post by: The Neutral on April 23, 2007, 04:36:12 pm
Yes, please fix "ur" spelling, but I agree with everyone on the term that we need new weapons, the more the merrier
Title: New wepons and stuff for tremulous?
Post by: techhead on April 24, 2007, 12:48:40 am
I want new weapons too, but please reference my new sticky topic for guidelines.
Title: New wepons and stuff for tremulous?
Post by: gridbread on May 01, 2007, 02:49:30 am
"Armored Dretch", or "Advanced Dretch".
Pretty much a Dretch with better health/defense, maybe bite, too.


Make it late tier?
For people that like using the Dretch but don't want to be simply annihilated later on, sort of like the Advanced Dragoon.
Title: New wepons and stuff for tremulous?
Post by: Evlesoa on May 01, 2007, 03:14:19 am
what we really need is classes...

Medic - Has basic weapons and has the ability to heal others, can lay down small healing devices that heal all near-by allies while giving $$ per every person healed (ex; someone heals for 50 health, medic gets 10 credits). Medic also has the ability to lay bring people alive at the cost of his own energy (like jumping energy), and to buy these things he has to use a shitload of credits (thats why he gets credits for doing stuff so he can afford it)

Field Specialist - Can lay down all field type things, such as remote laser-mines that are on a wall, anything crosses, takes a certain amount of damage. Also able to deploy similar to tesla generators that shoot electric currents and powered by the reactor.

Gunner - The basic unit of fighting. Has the most advanced weapons and is able to heal other units at the cost of his life, or gain health at the cost of something like energy (ex; use all energy = gain 10 life, means u cant jump, and you move really slowly) gunner has the ability to load other players with his own weapons and create ammo at the cost of his (energy meter or some sort of measurement)

Deployment Ops - Basically, a constructor...

And any other classes you guys can think of... yea!
Title: tremulous already has classes
Post by: player1 on May 01, 2007, 04:41:38 am
Builder
Destroyer
Hunter
Defender
Fixer (Heal/Repair)
Title: New wepons and stuff for tremulous?
Post by: Evlesoa on May 01, 2007, 04:48:09 am
Yeah that works... classes is a nice thing to add IMO
Title: New wepons and stuff for tremulous?
Post by: powerover on May 01, 2007, 05:25:37 am
I would love a magnum style gun.  Make it cost 2000 credits and u have to be s3 for it.  A human rushes out with something barely bigger than blaster. BAM 199 dmg :) run goons run, with same speed as shottie.  Just like one of the magnums in RE4.  They work really well for popping heads off.
Title: read my subject line, though...
Post by: player1 on May 01, 2007, 06:51:03 am
Quote from: "Evlesoa"
Yeah that works... classes is a nice thing to add IMO


and of course...
Feeder
Spammer
Spectator
Chatter
TeamSwitcher
TeamKiller
Deconner
Lurker
Camper
SpawnCamper
DretchPunter
and
Extreme Loner
Title: New wepons and stuff for tremulous?
Post by: The Neutral on May 04, 2007, 05:43:01 pm
Quote from: "Evlesoa"
what we really need is classes...

Medic - Has basic weapons and has the ability to heal others, can lay down small healing devices that heal all near-by allies while giving $$ per every person healed (ex; someone heals for 50 health, medic gets 10 credits). Medic also has the ability to lay bring people alive at the cost of his own energy (like jumping energy), and to buy these things he has to use a shitload of credits (thats why he gets credits for doing stuff so he can afford it)



Problem!  If FF is on then all you have to do is shoot heal reapeat shoot heal repeat and you have limitless credts...
Title: New wepons and stuff for tremulous?
Post by: Endrako on May 08, 2007, 10:51:36 pm
i disigned new model of rifle for trem this rifle is in bull-pup system, but i dont
know how to put photo from harddisc to forum :/
i tried to use (http://...) but this never works to me :/
Title: New wepons and stuff for tremulous?
Post by: whitebear on May 08, 2007, 11:43:16 pm
Classes would ruin the whole game.
IMO ^^
Title: New wepons and stuff for tremulous?
Post by: f0rqu3 on May 08, 2007, 11:44:03 pm
stop talkin model me some
Title: New wepons and stuff for tremulous?
Post by: Mimclear on May 11, 2007, 03:18:21 am
I think more alien evolves would be better but for a gun sniping las gun(Not mass driver faster) Eh,... anyone?