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Community => Mod Ideas and Desires => Topic started by: techhead on February 28, 2008, 02:01:38 am

Title: [Concept] Side-arms
Post by: techhead on February 28, 2008, 02:01:38 am
For February's Mod of the Month, I present to you:

Side-arms
Blaster Alternatives


Most of the time the blaster is just eating space in the inventory. A lot of ideas have been proposed lately to enhance the cooperative aspects of the human team. While the primary weapon cannot be replaced or augmented, why not allow players to use the armory replace the blaster?

Some possible sidearms:
All of these are possible concepts, presented to you as pliable, moldable, modifiable clay scupltures.
This concept has been respectfully stolen/borrowed from my friends at MGDev. (http://www.mercenariesguild.net/dev/)
Title: Re: [Concept] Side-arms
Post by: player1 on February 28, 2008, 02:21:03 am
Two things:

1) I like it (ofc)

2) in b4 "What do Aliens get?"

more 2 follow... (ofc)

P.S. Whew! The month is nearly over. I though you forgot! :)

2a) in b4 "Flashlight for shotgun!" (no j/k)

2b) in b4 "NRG/Chainsaw Bayonet for Rifle"

2c) in b4 "Nade Launcher for Rifle"
Title: Re: [Concept] Side-arms
Post by: Atom Eve on February 28, 2008, 02:32:17 am
I really like this idea. It adds even more variety to the human team, which is really the human team's big thing. I think it'd make a fun mod at the very least, and (with a lot of playtesting and maybe -- maybe some counter-balancing) it could make a viable addition to the main game.
Title: Re: [Concept] Side-arms
Post by: player1 on February 28, 2008, 03:27:39 am
Two possibilities (stuff that I've seen done in the past):

1) Beacon Gun/Targeting Laser - Place waypoint beacon for team to find location (possibly has HP or deleterious effect on Aliens - very mild radioactivity maybe?); also direct/concentrate heavy weapons (luci, flamer, chaingun?) fire with targeting laser (secondary fire or becomes targeting laser after single beacon deployed?)

2) Teleport Gun - Place teleport beacon, when fired again, teleports player back to teleport beacon



Title: Re: [Concept] Side-arms
Post by: techhead on February 28, 2008, 03:34:27 am
Replies, in no particular order:

1. Teleport gun has the potential abuse of a chainsuit fighting its way towards the OM, using the beacon, and then going back to base and buying a painsaw. Fun in Unreal, but doesn't fit here.

2. Counter-balancing is absent here, unfortunately.

3. "Defense control laser" is absent here, as it would be:
A -- Camper's dream weapon, and we all know camping already.
B -- Multiple people with them might conflict, making feuds with turrets pointing back and forth between to points uselessly.
C -- Not really elegant way of doing things, IMHO, let the defenses do their job.
Title: Re: [Concept] Side-arms
Post by: your face on February 28, 2008, 03:42:56 am
i like the idea of a .... OO


KNIFE! 
Title: Re: [Concept] Side-arms
Post by: Geni3 on February 28, 2008, 03:55:02 am
"Everybody knows you run faster with a knife"

Title: Re: [Concept] Side-arms
Post by: Paradox on February 28, 2008, 05:04:16 am
Only if aliens get something too.
Title: Re: [Concept] Side-arms
Post by: Odin on February 28, 2008, 05:18:46 am
In before Lava_Croft:

A bullet-firing hitscan ammo-based pistol.
Title: Re: [Concept] Side-arms
Post by: mooseberry on February 28, 2008, 05:27:21 am
How about hl2 style revolver.  ;)
Title: Re: [Concept] Side-arms
Post by: player1 on February 28, 2008, 05:53:53 am
@techhead:

Yeah, I'm just going through the list of stuff I've seen done, trying to help you eliminate the possibilities.

Teleport Beacon would definitely be too advantageous for Humans (maybe you could limit it to builders only; i.e. you gotta have a ckit to carry it? but then what stops you from selling the ckit and buying a bsuit & luci? yeah, OK, so much for that); I figured as much. How about the kind where you just switch places with your victim?

The Targeting Laser wouldn't be to direct defenses like turrets & teslas. Hell, the aiming code does that better than a player can (or people wouldn't use aimbots). I was thinking more of how it was used in Tribes (there it aided in Mortar firing): it would cut down on the scattered nature of offensive fire weapons which aren't very concentrated, like lucis, flamers, and chainguns. Offensive tool, not defensive tool. If I'm pointing it at an enemy structure, and you fire at it with a luci, flamer or chaingun, your accuracy is less penalized than it normally would be. More of your shots (or more of the damage anyway) would hit the target (or at least be less scattered). So instead of having to crouch with a chaingun, you could have a buddy "spot" the target for you. Would only work for certain high-ticket, scattergun-type offensive weapons, and only against enemy structures. If you actually target one, your team's offensive fire that is aimed there would be less scattered (again, just lucis, flamers and chainguns, not everything, and only a slight improvement, bullets wouldn't go around corners or anything). Again, probably just a :hrm: idea, but I wanted to clarify that it's not for defense/camping.

Fun thread, dude.

Cheers!

P.S. A couple-few other possible choices: Sawglove (limited reach), Gauntlet (melee attack), Magic Daikatana/Halo Sword (yeah, I know), Deus ex/Half-Life club/truncheon/pipewrench/crowbar/2X4/pipe/blunt force trauma instrument of choice, Shocklance/Zapper/Freezer/Immobilizer (limited range/power/ammo/duration), Crossbow, Bladethrower, Sai/Star/Nunchuks/Staff, Broadsword/Battleaxe/Mace/Flail, Bolo/Sling, 3-pack of Mini-nades (1/3 damage), 5-pack of Mini-Prox-Mines/Sticky Nades (1/5 damage), etc. I also agree with Odin: how about a nice Space Marine pistol?

P.P.S. What would you call the mod? Better Blasters, Incorporated? Side-arms Mod? Btw, I like all of the ones you originally suggested.
Title: Re: [Concept] Side-arms
Post by: Taiyo.uk on February 28, 2008, 07:18:19 am
How about making the blaster exchangeable for another side-arm (at cost) at S2 or 3. A low power meelee weapon and the healgun seem like good candidates. The repair-only ckit will probably encourage camping and a hitscan sidearm will probably be too powerful. How this will affect the balance will need some experimentation to establish.
Title: Re: [Concept] Side-arms
Post by: ==Troy== on February 28, 2008, 07:58:16 am
For February's Mod of the Month, I present to you:

Side-arms
Blaster Alternatives


Most of the time the blaster is just eating space in the inventory. A lot of ideas have been proposed lately to enhance the cooperative aspects of the human team. While the primary weapon cannot be replaced or augmented, why not allow players to use the armory replace the blaster?

Some possible sidearms:
  • Healgun -- Use on teammates or yourself to slowly restore health
  • Repair Kit -- A mini-construction kit that can only repair structures
  • Grappling Hook -- Grab onto map objects and pul yourself in. Limited Ammo
  • Laser Pistol -- A hit-scan blaster. Limited Ammo
  • Energy Knife -- A weaker, stabbier Painsaw
  • Pulse gun -- Push nearby players around, or shoot at floor to boost self
  • Other -- I will add your idea if it I deem it suitable
All of these are possible concepts, presented to you as pliable, moldable, modifiable clay scupltures.
This concept has been respectfully stolen/borrowed from my friends at MGDev. (http://www.mercenariesguild.net/dev/)

About 80% of this will require modelling, and only 10% is an actual coding.
Besides grappling hook, everything is doable, and quite easy.
Title: Re: [Concept] Side-arms
Post by: + OPTIMUS + on February 28, 2008, 09:53:20 am
i'd only recommend a small melee stuff wich can push 999 dudes and campers outta my way without wasting ammo kthnxbai :-D
Title: Re: [Concept] Side-arms
Post by: whitebear on February 28, 2008, 12:48:31 pm
About 80% of this will require modelling, and only 10% is an actual coding.
Besides grappling hook, everything is doable, and quite easy.
And most of the code can be copy pasted from random q3 modding tutorial.

Side arm would be used too rarely to be worth of the modeler's time.
Title: Re: [Concept] Side-arms
Post by: doomagent13 on February 28, 2008, 02:23:34 pm
Grappling hook shouldnt be too hard, actually.  Several other q3 based games have one = copy & paste = done!
Title: Re: [Concept] Side-arms
Post by: + OPTIMUS + on February 28, 2008, 02:37:04 pm
Grappling hook shouldnt be too hard, actually.  Several other q3 based games have one = copy & paste = done!

yup, it's simple, back, back + low punch "getoverheeere". hold block and push the joy updownupdownupdown, and then you got the fatality.

seriously on the topic:
i wish that our standard blaster sidearm wouldn't be a usual switch of the weapon when the primary stuff disappears in the back of the model. it's fun to blast trough the map and take the lucicannon only for jumps and near om, but i beleive that at 2008 a game should be a little more realistic than that. just to see the primary weapon of the vielder, even it's a ckit. it can be on the model's back, or hummies could use the blaster with left hand while the other is in the right hand, but this solution now is... poor.
Title: Re: [Concept] Side-arms
Post by: Thisguy on February 28, 2008, 04:54:06 pm
you could just add more weapons that are only available when you sell your pistol (make pistolsellable no money 4 it tho) and all weapon compatable with nomal guns.

for aliens abilities like speed, atk up ect...

allin all it would make games a little more interesting.
Title: Re: [Concept] Side-arms
Post by: Paradox on February 28, 2008, 11:50:18 pm
If you add anything, make it a grappling hook.

Thats the only thing that could be remotely balanced.
Title: Re: [Concept] Side-arms
Post by: n.o.s.brain on February 29, 2008, 12:35:39 am
how about the booster acts as an armoury at s2, alowing aliens to "buy" upgrades, like speed, poison, bile-dretch-like bomb, improved attack, improved armour, etc...
Title: Re: [Concept] Side-arms
Post by: benmachine on March 01, 2008, 01:29:29 am
3. "Defense control laser" is absent here, as it would be:
A -- Camper's dream weapon, and we all know camping already.
B -- Multiple people with them might conflict, making feuds with turrets pointing back and forth between to points uselessly.
C -- Not really elegant way of doing things, IMHO, let the defenses do their job.
A -- if the turret's turn speed is still capped then you can't improve on the aim of turrets. It is therefore exclusively for turning them around, probably while the base is empty
B -- part of the fun >:)
C -- bleh.
Title: Re: [Concept] Side-arms
Post by: thirdstreettito on March 01, 2008, 06:52:13 am
I like the idea. Anything I can do to help?
Title: Re: [Concept] Side-arms
Post by: techhead on March 01, 2008, 01:03:03 pm
The laser-pistol is identical to the blaster in all but three respects:
1. It's hit-scan
2. It uses ammo and can run out of it
3. It costs money, money you had to earn.
Is this not balanced? Would you pay money as a ckit to be able to fend off a couple dretch easier while building and maintaining your forward base? Or for more reassurance when doing painsaw rush? You could make it even shoot slower, if it's that bad a concern. Not to mention, buying it would also lock you out of one of our other attractive options.

Pulse-gun was an idea that came to me kinda as: "Gravity hammer without damage" For those that don't know, the Gravity hammer is a big melee weapon that when smashed, it pushes people, map scenery, and even vehicles away from itself. My idea, abliet simpler was that of a instant (or near instant) hit weapon with knockback, limited range, 0 damage, and splash.

Energy knife would be pretty similar to Granger slash, a close range weapon of last resort, as supposed to a ranged weapon of last resort, the blaster. That, and people have been asking for some sort of combat knife for ages.

The repair-kit was there for people to both defend and repair bases without selling their weapon, wether it be a main base in Sudden Death, or a forward base that lacks an armory.

If whoever codes this idea sticks in a defense control laser, I won't complain at all. It just seemed a little useless for anything except pointing turrets around and prioritizing targets, unless targets marked with a laser could be outside the turret's maximum range.
Title: Re: [Concept] Side-arms
Post by: whitebear on March 01, 2008, 02:00:46 pm
Many of those are neat ideas if we had side arm available while holding the primary weapon. Meaning that you can press <bound button here> to blast dretch off circling the turret while waiting the ckit timer to reach zero.
The energy knife would be nice but more bigger and dagger like weapon that can fend off the goon while charging my luci.
Possibly as choice to grab two side arms instead of primary weapon to dual wield them.

But I still claim that no modeler is going to bother with this. And to all those who keep asking "what for aliens/humans then?". Don't keep suggesting counter balancing ideas. This gives less chance for the idea to ever become alive.
Title: Re: [Concept] Side-arms
Post by: Revan on March 01, 2008, 02:21:26 pm
Many of those are neat ideas if we had side arm available while holding the primary weapon. Meaning that you can press <bound button here> to blast dretch off circling the turret while waiting the ckit timer to reach zero.
The energy knife would be nice but more bigger and dagger like weapon that can fend off the goon while charging my luci.
Possibly as choice to grab two side arms instead of primary weapon to dual wield them.

But I still claim that no modeler is going to bother with this. And to all those who keep asking "what for aliens/humans then?". Don't keep suggesting counter balancing ideas. This gives less chance for the idea to ever become alive.

or the laser could have unlimited ammo but overheat?

bah! Just give my lightsaber and force powers and ill be happy
Title: Re: [Concept] Side-arms
Post by: whitebear on March 01, 2008, 05:12:40 pm
Aren't light sabers built by the user.
Also the force powers in online games has one true name. Packet editor.
Title: Re: [Concept] Side-arms
Post by: techhead on March 01, 2008, 06:02:36 pm
Whitebear, dual-wielding weapons is not there for the exact reasons you listed. If you want secondary, swap to secondary. If you want primary, swap to primary.

And I plan on posting an Alien-themed mod-of-the-month within a week from toady, probably today or tomorrow. This concept is posted as a Human thing, the other will be an alien. Having both in the same thread would get in the way of discussion of either, as there would be two unrelated conversations going on simultaneously.
Title: Re: [Concept] Side-arms
Post by: player1 on March 01, 2008, 06:45:59 pm
The targeting laser is not for defensive use!!!  >:(

Srsly, it's for offensive use. Please read the above replies... :P

Cheers!
Title: Re: [Concept] Side-arms
Post by: Shadowgandor on March 01, 2008, 08:43:27 pm
A small shield which you can use to protect yourself from alien attacks. I don't know, 50% of the original damage or something?
Don't think of the halo shield or anything, but really a shield that's hold up with your hands. Mostly usable if you ran out of ammo, but no offensive use.
Title: Re: [Concept] Side-arms
Post by: whitebear on March 01, 2008, 08:51:32 pm
It needs a battery and walking backwards should slow you down.
Title: Re: [Concept] Side-arms
Post by: blood2.0 on March 02, 2008, 05:41:05 am
aliens already have unlimited ammo and giving humans side arms wont effect the game play too much. 
Title: Re: [Concept] Side-arms
Post by: player1 on March 14, 2008, 05:57:24 am
The targeting laser is not for defensive use!!! ;D

Srsly, it's for offensive use. Please read the above reply (http://tremulous.net/forum/index.php?topic=7528.msg114243#msg114243)... :P

Cheers!

A bullet-firing hitscan ammo-based pistol.

@OP: Please respond...

A small shield which you can use to protect yourself from alien attacks. I don't know, 50% of the original damage or something?
Don't think of the halo shield or anything, but really a shield that's hold up with your hands. Mostly usable if you ran out of ammo, but no offensive use.

It needs a battery and walking backwards should slow you down.

I think the fact that you can't wield any other weapon at the same time and that it only reduces damage by 50% is nerfed enough, but those are both good suggestions if indeed it does prove too strong.

So - ahem - did this thread die, or are the targeting laser and shield the final two choices? ;D

P.S. I think these sidearms should cost the user about 175 creds (equals 1 evo I believe), although I guess the argument could be made that if you turn in your blaster you can choose one of these from some sort of separate sidearm menu at the Armoury. Or maybe it could be a "spawn as" option (as in a separate, second submenu). Spawn as Rifle/Ckit. Sidearm choice: Hgun/Rkit/Ghook/Lpistol/Eknife/Pgun/Tlaser/Shield. You could, say, spawn as a Rifle with an Rkit, or a Ckit with a Lpistol. Even if you make them cost 175 creds, you could deduct that amount from the player's assets upon spawning (if he doesn't have enough he gets a message/warning/alarm and a blaster, or he doesn't get access to the submenu).

Edit'd 'cuz I really like this Concept more than all of the other recently proposed ones, and I would "vote" for this and the sister Concept in any Mod of the Month contest between now and the end of time.


Title: Re: [Concept] Side-arms
Post by: techhead on March 16, 2008, 03:26:00 am
The targeting laser is not for defensive use!!! ;D

Srsly, it's for offensive use. Please read the above reply (http://tremulous.net/forum/index.php?topic=7528.msg114243#msg114243)... :P

Cheers!
I'm not getting this...
A bullet-firing hitscan ammo-based pistol.
You mean like my laser-pistol? I think mine sounds cooler, and of my sidearms that need ammo, no others many are energy weapons.
A small shield which you can use to protect yourself from alien attacks. I don't know, 50% of the original damage or something?
Don't think of the halo shield or anything, but really a shield that's hold up with your hands. Mostly usable if you ran out of ammo, but no offensive use.
It needs a battery and walking backwards should slow you down.

Granted, don't know about how the shield should work with respect to balance, so I didn't include it.

Quote from: player1 link=topic=7528.msg114642#msg114642
P.S. I think these sidearms should cost the user about 175 creds (equals 1 evo I believe), although I guess the argument could be made that if you turn in your blaster you can choose one of these from some sort of separate sidearm menu at the Armoury. Or maybe it could be a "spawn as" option (as in a separate, second submenu). Spawn as Rifle/Ckit. Sidearm choice: Hgun/Rkit/Ghook/Lpistol/Eknife/Pgun/Tlaser/Shield. You could, say, spawn as a Rifle with an Rkit, or a Ckit with a Lpistol. Even if you make them cost 175 creds, you could deduct that amount from the player's assets upon spawning (if he doesn't have enough he gets a message/warning/alarm and a blaster, or he doesn't get access to the submenu).
I really think a redesign of the armory menu would be more elegant, just look at games like Urban Terror and even *gasp* Wolfentsien: ET.
Title: Re: [Concept] Side-arms
Post by: player1 on March 17, 2008, 01:26:28 am
targeting laser

offensive use
I'm not getting this...

You point the Targeting Laser at an enemy structure. If anyone is firing a chaingun, flamethrower or lucifer cannon at it, instead of the usual aim penalties these weapons suffer from, more of their scattered fire or splash damage gets concentrated on the target. You don't point it at enemy players, it does not control the aim of your own defensive structures, and because of interference, you can't use it near reactor or repeater power. It's sole purpose is against enemy structures, in the enemy base. I'm talking about an offensive anti-structure Targeting Laser like they had in Tribes, not a Defense Control Laser like was proposed on the MGDEV site (sorry, I never followed the link to see that we were talking about two different things :-[). I do NOT want to control the Human team's defensive structures. I want to coordinate and concentrate offensive heavy weapons fire (player-wielded and -aimed chainguns, flamers or lucis) against enemy structures. I'm not talking about the Benmachine/Risujin idea. I'm talking about the way they did it in Tribes (http://www.planettribes.com/tribes/weapons.shtml). It's a cool idea, check it out. :D

A bullet-firing hitscan ammo-based pistol.
You mean like my laser-pistol? I think mine sounds cooler, and of my sidearms that need ammo, no others many are energy weapons.

I played Deus Ex (http://www.gamebanshee.com/deusex/equipment/images/pistol.jpg) all the way through by putting all of my experience points, implants and weapon mods on/towards/in furtherance of the pistol before any other weapon or ability. Me likee Space marine standard issue bullet pistol. Laser pistol is cool, too, no doubt.

A small shield which you can use to protect yourself from alien attacks. I don't know, 50% of the original damage or something?
Don't think of the halo shield or anything, but really a shield that's hold up with your hands. Mostly usable if you ran out of ammo, but no offensive use.
It needs a battery and walking backwards should slow you down.

Granted, don't know about how the shield should work with respect to balance, so I didn't include it.

As I said, I think the fact that it's the only thing you can "wield" (your "gunhand" being occupied with it) and that it only takes about 50% damage makes this "sidearm" pretty weak (you can't hurt anybody or anything, unless you bring along a nade, and you still are taking half-damage). A good fallback on a base-rape run, but otherwise no major advantage.

Quote from: player1 link=topic=7528.msg114642#msg114642
P.S. I think these sidearms should cost the user about 175 creds (equals 1 evo I believe), although I guess the argument could be made that if you turn in your blaster you can choose one of these from some sort of separate sidearm menu at the Armoury. Or maybe it could be a "spawn as" option (as in a separate, second submenu). Spawn as Rifle/Ckit. Sidearm choice: Hgun/Rkit/Ghook/Lpistol/Eknife/Pgun/Tlaser/Shield. You could, say, spawn as a Rifle with an Rkit, or a Ckit with a Lpistol. Even if you make them cost 175 creds, you could deduct that amount from the player's assets upon spawning (if he doesn't have enough he gets a message/warning/alarm and a blaster, or he doesn't get access to the submenu).
I really think a redesign of the armory menu would be more elegant, just look at games like Urban Terror and even *gasp* Wolfentsien: ET.

That would serve quite nicely. A separate "sidearm" sub-menu or mixed in with the regular menu items? Cost of these items? Please continue...

I continue to applaud this Mod [Concept].

Sidearms vs. Traits, ftw!!!  :)

Originally I said: Good idea, but could use some tweaking, but now I say if you can get someone to make the Alien Traits (hint: Relics buffed/nerfed), then by all means someone code this, now! (j/k see poll choices)

btw: What models are proposed for the various sidearms? A one-colored overlay/reskin/glow of the blaster model, a la the Alien Traits? Or could one find a modeler interested in such a project? Please change my vote to make this now, or start a new thread with a new poll and include both Human Side-arms and Alien Playertraits in one huge, monthly megamod [Concept] thread. Then I can vote: Please, I beg of you, put this nearer to the top of the laundry list of things the rank-and-file think looks "kewl".

-psst- techhead: How was St. Pat's?

@OP: When you get a chance, can you list approximate "prices" for each of the suggested side-arms?
Title: Re: [Concept] Side-arms
Post by: Revan on March 19, 2008, 10:11:13 pm
necro to save a good thread

Title: Re: [Concept] Necro
Post by: player1 on March 19, 2008, 10:28:11 pm
While I applaud the bump, I hardly think that two days (one of which is a nationally-sanctioned drinking holiday) quite constitutes the duration of thread-deadness required for a "necro". 
Title: Re: [Concept] Necro
Post by: Revan on March 21, 2008, 02:33:00 pm
While I applaud the bump, I hardly think that two days (one of which is a nationally-sanctioned drinking holiday) quite constitutes the duration of thread-deadness required for a "necro". 

Two days? It seemed much longer.

Title: Re: techhead, and his sudden disappearance
Post by: player1 on March 21, 2008, 05:56:10 pm
March 16, 2008, 05:26:28 PM » my post
March 19, 2008, 02:11:13 PM » ur post

OK, not including edits, maybe three days, tops.

@OP: Why hast thou forsaken us? Please reply to above quote-for-quote explication.
Title: Re: [Concept] Side-arms
Post by: _-+|[A]|+-_ on March 24, 2008, 10:00:26 am
I find aliens are overpowerd and if you look at the stats of most servers you will find that im right, giveing humans a boost would be a good idea.  :)
Title: Re: [Concept] Side-arms
Post by: techhead on March 24, 2008, 02:44:44 pm
You point the Targeting Laser at an enemy structure. If anyone is firing a chaingun, flamethrower or lucifer cannon at it, instead of the usual aim penalties these weapons suffer from, more of their scattered fire or splash damage gets concentrated on the target. You don't point it at enemy players, it does not control the aim of your own defensive structures, and because of interference, you can't use it near reactor or repeater power. It's sole purpose is against enemy structures, in the enemy base. I'm talking about an offensive anti-structure Targeting Laser like they had in Tribes, not a Defense Control Laser like was proposed on the MGDEV site (sorry, I never followed the link to see that we were talking about two different things :-[). I do NOT want to control the Human team's defensive structures. I want to coordinate and concentrate offensive heavy weapons fire (player-wielded and -aimed chainguns, flamers or lucis) against enemy structures. I'm not talking about the Benmachine/Risujin idea. I'm talking about the way they did it in Tribes (http://www.planettribes.com/tribes/weapons.shtml). It's a cool idea, check it out. :D
Sounds complicated and/or odd. Not to mention the possibility of griefing that could be done. Point at a "bad" target, and now your teammates find their guns redirected away from what they were aiming for.
I played Deus Ex (http://www.gamebanshee.com/deusex/equipment/images/pistol.jpg) all the way through by putting all of my experience points, implants and weapon mods on/towards/in furtherance of the pistol before any other weapon or ability. Me likee Space marine standard issue bullet pistol. Laser pistol is cool, too, no doubt.
I also didn't quite feel that a bullet pistol really fit into the theme of the terran arsenal.
As I said, I think the fact that it's the only thing you can "wield" (your "gunhand" being occupied with it) and that it only takes about 50% damage makes this "sidearm" pretty weak (you can't hurt anybody or anything, unless you bring along a nade, and you still are taking half-damage). A good fallback on a base-rape run, but otherwise no major advantage.
I can think of a few uses, some potentially game-breaking. Remember, 5 tyrant-slashes to kill a bsuit with this on.
1. Use one as you run past alien defenses, then kill the base from the inside with your saw, luci, or pulse. (Unless its an all-trapper base)
2. Use it while you close the distance with your saw.
3. Use it with a bsuit to do suicide nade-runs without the suicide.
4. Use it to help save your ckit's life as you flee the base.
That would serve quite nicely. A separate "sidearm" sub-menu or mixed in with the regular menu items? Cost of these items? Please continue...

I continue to applaud this Mod [Concept].

Sidearms vs. Traits, ftw!!!  :)

Originally I said: Good idea, but could use some tweaking, but now I say if you can get someone to make the Alien Traits (hint: Relics buffed/nerfed), then by all means someone code this, now! (j/k see poll choices)

btw: What models are proposed for the various sidearms? A one-colored overlay/reskin/glow of the blaster model, a la the Alien Traits? Or could one find a modeler interested in such a project? Please change my vote to make this now, or start a new thread with a new poll and include both Human Side-arms and Alien Playertraits in one huge, monthly megamod [Concept] thread. Then I can vote: Please, I beg of you, put this nearer to the top of the laundry list of things the rank-and-file think looks "kewl".
@OP: When you get a chance, can you list approximate "prices" for each of the suggested side-arms
When I get a chance, I will, and whoever wants to code and/or model for this, please feel free to do so. A one-color overlay on the blaster would probably suck, so I guess modifiying the blaster model for some (laser-pistol, grappling hook) and making new models for others.
Title: Re: [Concept] Side-arms
Post by: Prince_Andrei on March 24, 2008, 03:50:29 pm
How about a replacement side-arm that is a handheld stealth device? You couldn't wield your main weapon while using it, but when it's on, it makes you invisible to alien radar and cloaks you predator-like visually. It could have a five second charge up time and be used only for 10 seconds before needing another charge. I suggest this in part because it would decrease camping and increase offensive human strategy. You could even make it where it wouldn't work with bsuits or specific weapons, like the luci. Too many games end up spending 80+% of the time with rants sitting at all human base exits. With this, you could run behind a rant that is doing a hit-and-run and be out of radar range before the 10 seconds is over...
Title: Re: [Concept] Side-arms
Post by: Revan on March 24, 2008, 04:14:30 pm
How about a replacement side-arm that is a handheld stealth device? You couldn't wield your main weapon while using it, but when it's on, it makes you invisible to alien radar and cloaks you predator-like visually. It could have a five second charge up time and be used only for 10 seconds before needing another charge. I suggest this in part because it would decrease camping and increase offensive human strategy. You could even make it where it wouldn't work with bsuits or specific weapons, like the luci. Too many games end up spending 80+% of the time with rants sitting at all human base exits. With this, you could run behind a rant that is doing a hit-and-run and be out of radar range before the 10 seconds is over...

GREAT IDEA!!!!!!!
Title: Re: [Concept] Old Threads
Post by: player1 on August 27, 2008, 09:01:56 pm
This is my favorite Mod That Never Got Made.

(bump yours today!)
Title: Re: [Concept] Side-arms
Post by: wannabe on August 28, 2008, 02:06:21 am
BEST!
Title: Re: [Concept] Side-arms
Post by: benmachine on August 29, 2008, 12:15:13 am
I actually started work (well, helped Badger start work) on introducing a semi-automatic pistol as an alternative to the blaster.
It's still knocking around somewhere but it's not in any usable state.
Title: maek moar plz
Post by: player1 on August 29, 2008, 01:43:31 am
I know I'll wake up in a cold sweat tonight, dreaming that I only had a jammed semi-auto pistol and a useless ckit, when this (http://www.haosredro.com/trem/model-tentaclehentai/shot03.jpg) thing dropped down from the pipes above.

Maybe they'll both be ready in time for 1.3.
Title: More Side-arms
Post by: starwarswins on October 19, 2008, 10:29:06 pm
                                                                   Side-Arms
1. Enhanced Pistol
Description. An enhanced pistol that has more damage, faster pojectiles, faster ROF, and better accuracy.

Secondary fire. A charged shot.

Appearance. Same as pistol or larger pistol.

Cost. 100-200

2. Repair Kit
Would heal only buildings but has limited ammo.

Secondary fire. Sacrafice all ammo but automaticly repairs a building for 30 secs and /or can give a destroyed building 20 health.

Appearance. Small Ckit with gray color.

Ammunition. 20-30 repair cycles, must have full charge to save a building

Cost. 100-200

3. Energy Carbine (I.E. Carbine<Assault Rifle but Carbine>Submachine Gun)

Description. A fully automatic carbine that shoots instant hit, heavy damage, slightly larger pistol shots,a little bit faster than the   las gun, but you must sell both your primary weapon and pistol to use as recharging ammo pack needs more room.

Secondary fire. A long range charged shot or zoom or slow(I.E. tremX pulse rifle secondary fire).

Appearance. A larger version of the enhanced pistol with shoulder thing(stock I think its called), long barrel, and grip.

Ammunition. Unlimited possibly an overheat if required for balance.

Cost. 200-350 or 400-550 depending on power perferably 400-550.

4. Poison gun
Description. A melee weapon that poisions THE ALIENS FOR ONCE.

Damage. 20 at hit then disables regeneration (or does 5-8 damage if is easier to code) then 1 extra damge per second.

Spread. Same way as alien poison. Should last for about same time as alien poison.

Secondary Fire. None

Appearance. Pistol that has an open top with a visible green syringe and a needle sticking out of the end.

Ammunition. 1-3 or 5-10 shots.

Cost. 100-250 or 300-450 depending on effectivness

                                                               Balancing
I like the idea of giving the booster armory style upgrades. The aliens could have options such as
Extra speed. 1 evo
Extra health. 1 evo
Faster regeneration. 1 evo
Extra damage. 1evo
Straighter,faster firing, extra damaging spikes(goon only). 2 evo
A secondary fire explosive blob but weaker than tremX and only one. 1 or 2 evos depending on balance
A secondary fire grappling hook(I.E. webs). 1 or 2 evos depending on balance
Aliens should only be allowed to have 1 or 2 extras.
Title: Re: [Concept] Side-arms
Post by: googles on October 20, 2008, 03:38:15 am
Im currently working on a portal gun, maybe this could be your image of a *teleport gun*?
Title: Re: [Concept] Side-arms
Post by: Redsky on October 21, 2008, 02:48:22 pm
I'm currently working on a portal gun, maybe this could be your image of a *teleport gun*?
indeed he is! :D

Good ideas! I liked the one where you can buy extra hp/regeneration/damage(my add) for evos as balance change(but no more than 1 enhancement).
The best in my opinion would be: laspistol(unlimited but overheating after 8 shots(one after another) than after 5s cooldown it would be able to shoot again 4 times only-the longer you wait(up to 10s) the more times you can shoot-8 shots is max), other great ideas: healkit/repairkit- infinite ammo, but veeery low rate.

While reading about your ideas for side arms... have you ever played in DeusEx? there are this spybots... you just activates and you guide(in limited range/time) it whiles your body is not moving anywhere-if bot is down(killed) or you press mouse button you return to your own body - simple.
I would leave helmets radar on the view(scanning any activity near real body) as body might be left without any protection ;)
We could use that idea, though i would do walking(maybe even wallwalking) spybot in form of eg. nade(DeusEx2, which sucked-fun weapons tho). Bot could also explode whan killed/triggered dealing little damage (20-50 damage).

Techhead: Its so sad you dismissed your sentinel robots mod idea :'(.

PS:LoL Spell Check wants to correct "DeusEx"==>"Durex"
Title: Re: [Concept] Side-arms
Post by: techhead on October 22, 2008, 12:03:55 am
I made the concepts for other people to use as inspiration. If someone wants to use them and make their own thing with them, they can go ahead. If they want to make my mod as I propositioned it, I would love to consult for them and help them along with the specifics.
The truth is, I have little experience in modeling or coding, so I would not be able to do much actual work on my mod, and I would not want to force my idea on someone unwilling to help.

P.S. If you want, I can take your disappointment in the lack of progress as your way of saying you wish to volunteer to do modeling.
P.P.S. My next idea will be one I've been pondering on for a whileTrem Fortress
Title: Re: [Concept] Side-arms
Post by: Yarou on October 22, 2008, 12:47:58 am
No.
Title: Re: More Side-arms
Post by: Player on November 04, 2008, 06:47:45 pm
                                                                   Side-Arms

2. Repair Kit
Would heal only buildings but has limited ammo.

Secondary fire. Sacrafice all ammo but automaticly repairs a building for 30 secs and /or can give a destroyed building 20 health.


That can be abused if the person is standing next to a arm just keep using it than recharging your ammo would make it harder for rants to get past human defenses if they keep getting saved
Title: Re: [Concept] Side-arms
Post by: googles on November 04, 2008, 09:32:29 pm
I may or may not attempt the grappling hook..tbh, it would be pretty easy in theory, just use some velocity code and the endpos of a trace...
Title: Re: [Concept] Side-arms
Post by: Kaleo on November 24, 2008, 04:44:54 am
Im currently working on a portal gun, maybe this could be your image of a *teleport gun*?

Translocator? Hmmm...

No.

Hi Yarou. Typical you, Mr Troll.
Would you like some milk and cookies?
Title: Re: [Concept] Side-arms
Post by: benmachine on November 24, 2008, 07:03:55 pm
I may or may not attempt the grappling hook..tbh, it would be pretty easy in theory, just use some velocity code and the endpos of a trace...

Depends how cool you want it done. Zelda-style hookshot: relatively simple. Something like Metroid's grapple beam: a little more difficult.
Title: Re: [Concept] Side-arms
Post by: Roanoke on December 04, 2008, 11:46:25 pm
Here's my take on the shield. Infinite ammo, and disintegrates when a rant charge hits it, and you take no damage, and the rant is stopped. No effect otherwise. Can be on for an unlimited amount of time.
Title: Re: [Concept] Side-arms
Post by: googles on December 05, 2008, 09:24:11 pm
The hooker shot is very easy, just do a trace, and work with some velocity...
Title: Re: [Concept] Side-arms
Post by: Hendrich on December 09, 2008, 03:45:21 am
To contribute to this thread, has anyone thought of a Portable Scanner Deceive (PSD)? The PSD can scan its surroundings to detect alien or alien structures around the player, similar to a helmet. But, you can see the outline of the aliens/alien structures in a polygon-like style (Or something similar).

For example, with a helmet you trying to find a hiding dretch outside of the ATCS bunker after you killed all the other aliens and their spawns. You boot up the PSD and you see the outline of the dretch hiding inside the bunker, thats one way the PSD can be useful. Another is when you want to scout ahead of your base and see where other aliens/structures are located, but you don't want to give yourself away. Boot up the PSD and you can see other structures at a safe distance from alien radar. The PSD's scanning range can be increased while using the helmet.

Well, thats my idea, I can only imagine how difficult it would be trying to make that thing work, Eghhhhh...... Anyways, keep this thread alive, its one of the best ones around!
Title: Re: [Concept] Side-arms
Post by: Syntac on December 09, 2008, 03:54:51 am
Yay, legal wallhax!

The hooker shot is very easy, just do a trace, and work with some velocity...
;D
Title: Re: [Concept] Side-arms
Post by: Hendrich on December 09, 2008, 03:57:26 am
Damn Syntac, are you always on the forums waiting to reply to anything that pops up? Your one hell of an night owl (and thats a compliment!). :P
And yes, in a way, it is a legal wallhax.  ::)
Quote
The hooker shot is very easy, just do a trace, and work with some velocity... (Dirty Thoughts)

Thats the best idea ever, code it.
Title: Re: [Concept] Side-arms
Post by: UniqPhoeniX on December 09, 2008, 04:49:40 am
Vis would be a problem, because it cuts off everything you are not supposed to see. If you can suddenly see far through walls, you will also get lots of lag.
Title: Re: [Concept] Side-arms
Post by: Roanoke on December 09, 2008, 04:53:14 am
PSD: I have thought of that, but you'd need to specify a wall depth and stuff. And then there's the aforementioned coding problem. Maybe tech-style circles + player name, class, and health fraction near the circles would add to the usefulness. Or leave that to an advanced helmet. I don't know.