after reading many many ideas i came up with a balanced mod with really cool weapons.
Humans:http://tremulous.net/forum/index.php?topic=9963.0after reading the list i thought it was kinda long and kinda big for trem (at it's current state) so i narrowed it down plus changes
huge amounts of credit goes to Roanoke
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GUNS Medigun - infinite ammo - Primary: shoots a beam toward a player that constantly replenishes his hp. If the player is close enough and the beam doesn't have to go through a wall, the beam persists. Secondary fire: Vampire beam, leeches enemy health, distributes among friends in range. Third - magazines are shot, and the player's ammo regenerates. - 200 creds - s2
changes:
15,000x1 ammo @ 100/s or speed of medipad for 30s
bat pack: clip+1 (2)
reload @ 3.675s
350 creds
no third fire
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Tagger - 1 ammo - 15 magazines - Shoots sticky projectile that does no damage just sticks to alien. In proximity to the OM, it blows up. Or when that alien dies. - 600 creds - s3
changes:
2x10 ammo
ammo pack: clip+5
reload @ 2s
booster takes it off
15s timer
1 shot = 100h to tagged 25 in radius of 7m(all)
if FF is of falls to ground if tag to H and disappears
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Flamethrower - unchanged - primary unchanged secondary: Air blast that blows away enemies and projectiles. Costs 2 ammo. OR shoots fireballs that explode on impact OR splashes
changes:
ammo 150 @ 5/s
fireball @ 3/s
-distance: 30m
-half life:half dmg
--dmg @ 1-15 m same as reg
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Gasgun - 150 ammo - 0 magazines - Shoots basi gas. Only affects enemies. - 250 creds - s2
changes:
rename to plague
150 ammo @ 10/s
infective
-half life
--1. 10dmg/s for 20s (mother (200))
--2. 5dmg/s for 20s (son (100))
--3. 3dmg/s for 20s (grand son (60))
--4. 1dmg/s for 20s (great grand son (20))
--5. 0dmg
-cured by booster
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Tripwire - 150 ammo - 0 magazines - When shooting this at another teammate also using this gun, it creates a electric wire from one person to the other. It damages aliens that pass through. - 300 creds - s3
changes:
blaster addon
5 ammo @ 50dmg/eaX1 use.
travel distance 60m pull/stretch 5m, snap.
bends corners
blue halo
manual reconnect
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Lightning gun - 150 ammo - 0 magazines - Shoots a sort of always-on pole in front that can lock on to aliens if held on them long enough. Flamer-style ammo loss. - 400 creds - s3
changes:
rename to "Lucifer polearm"
batt: clip+1
static splash @ 3/s for in radius of 5m (all)
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S2 ACkit - Secondary has medium spherical aim.
S3 ACkit - Secondary has large spherical aim+line-of-sight aim.
All ckits - No decon timer. Structures can be deconned and healed when the build timer is counting down.
changes:
3s cooldown till heal 12s cooldown till build
no line-of-sight aim
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NADES Gas nade - When thrown, leaves behind a trail of gas. Explodes on ground contact, releases a thick wall of basi gas, and allows you to perhaps escape. - 200 creds - s2
Fake Nade - Looks like a nade. Does nothing. Disappears in one minute. - free - s2
Black Hold Nade - Has a 5 second timer. Creates a black hole that sucks in everything. - 500 creds - s3
changes: (in order)
10m spherical radius
30s lifespan
attracts all Mobile(no buildables) to center of explosion
half grenade dmg and radius specs
slow travel speed to 50% if of radius of 25m or 10s of black hole
5s timer till explosion
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BackpacksAmmo Pack - Battery pack for non-nrg weaps. - 100 creds - s1
changes:
-none-
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BuildablesNexus Node - Needs DCC. Acts as an armory+capacity medistation+repeater all in one. Using the dcc, one can see as if they were a spectator above this. Camera rotation when doing this permitted, but not moving. - combined bps, combined health - s2
changes:
regular medipad+ 75% faster regen.
auto buy-ammo in 7m radius (10s intervals)
moved to S3
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Proximity Tower - Needs DCC. Has a sphere that changes color (green to red) depending on how close the nearest alien is. When the sphere is red, it also broadcasts an alarm that only humans here. (I think some of David Sk0re's horns would do well here.) - 5 bps - s2
changes:
10 BP
moved to S3
arrow pointing direction if alien
125m radius
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ID wire - Needs DCC. Can be built off power. Can be built on steep surfaces. When an alien becomes close to it that is only unlocked at their current stage, sends an alert to all humans revealing their stage. - 5 bps - s2
changes:
20 helth
drets can bite
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Cloaking computer - Cloaks the base, prevents it from emmiting sounds, and does display it on alien radar except in close proximity. - 10 bps - s2
Defence computer - Heals all structures and increases range of defenses.
changes:
merge cloaking computer into ADV. Defence computer
Heals all structures and increases range of defenses
15 BP
moved to S3
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Blaster AltsVulcan Blaster - Shoots at chaingun rate. - 300 creds - s1
changes:
350 creds
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Healgun - Heals structures, people like the ckit would. - Free - s1
changes:
100 creds
75% of ckit heal speed
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Gameplay ChangesEconomics: As stages progress, the cost of the previous stage's items go down as a sort of supply+demand simulation.
Build timer: As stages progress, the build timer gets lower, and so does the time the structure takes to build.
Team status: You have two icons in your hud (progress bars optional) that tell whether the dcc and rc is up (current health optional).
DCC multiplier: the more dcc's you have, the faster the regen rate is.
-adder not multyplier(0 def= 1x, 1 def= 1x, 2 def=1.5x, 3 def=2x)
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UnderarmorRadiation Sheild - When on, you won't get luci damage (from yourself or otherwise). - 300 creds - s3
changes:
-none-
Fire Retardant - When on, you won't get flamer damage (from yourself or otherwise). - 300 creds - s2
changes:
-none-
Cloak - When on, conceals you from being seen and from enemy radar. It also mutes your movements. Taunts are still heard. Backpacks and weapons still invisible. Jetpack smoke invisible. - 300 creds - s2
changes:
semi invisible
rechargeable
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all scopes and barrels are exceptedFunction: Modifies the zoom scope on your gun. If the default scope is better than the custom scope, then the default scope prevails.
Items:
2x Scope - Adds a 2x zoom to all your guns - 100 creds - S1
4x Scope - Adds a 4x zoom to all your guns - 200 creds - S2
Variable Scope - Adds a variable zoom scope to all your guns: when zooming, use +mzoom and +lzoom to shift zoom from 2x to 6x by 2x intervals. - 300 creds - S3
Function: Increases fire rate by half. If you have a gun with a firing rate of 5, and buy a barrel, it becomes 10. Two barrels bring it to 15. Max 3.
Items:
Barrel - Adds your normal firing rate to your current firing rate - 300 creds - S2