Now, this thread is just for fun. If you think of anything new that you think might be fun if it was added to tremulous, you can post it here.
- Human weapons
- Human upgrades
- Alien classes
- Buildables (both teams)
Make sure you put stats down (such as shots per second, damage dealt, ammo, hp, bp cost, evo cost, credit cost, stage needed, etc.)
Now, the intent of this thread is to share some ideas of what kinds of new stuff would make the game interesting, or even just a random idea. I know that technically, you can add whatever you want to trem by editing the source code. In fact, if a modder came by and saw some cool ideas that would work in his mod, he could implement them. However, the thread is not necessarily intended for ideas that would work great in a mod. You can post ideas of weapons/upgrades/classes/buildables even if they were unnecessary for trem or a mod. Only one rule, though. THEY HAVE TO BE REASONABLE. Don't suggest giant

. If you really have to, make sure its stats are reasonably balanced. So don't suggest a weapon that destroys everything on the map. Don't suggest a gun that is like the MD but kills everything in 1 shot and fires as fast as a rifle with 500 ammo. Your idea doesn't have to be perfectly balanced, but it needs to be reasonably balanced (you attempted to make it balanced). Feel free to repeat any weapons already posted in this thread if your idea changes the numbers more than slightly, or changes the overall function slightly, or even significantly. However, do not post 1.1.0 or tremx weapons as an idea of yours. You can mention them and make comparisons with them, though. You can suggest a stat adjustment in an existing item as part of your new item idea.
Just remember - just because someone posts an idea, doesn't mean they actually WANT it to be added to 1.1/1.2/a mod. Don't flame people and say "that will never be added".
Now for some examples of mine (numbers in brackets are possible alternatives, everything is s1 unless otherwise mentioned, numbers in
italics may vary. Note that the number of magazines includes the first one - eg. rifle actually has 7 magazines):
SECONDARY WEAPONS:
Pistol: Replaces the blaster for 50 credits. It is a bit like the rifle but weaker. Each shot does 4 damage and it fires 5 (4) shots every second. 15 ammo per magazine with unlimited magazines.
Energy sword: Replaces the blaster with a melee weapon (just like you can replace your primary weapon with a pain saw). Costs 50 (100) credits. Slashes as fast as the blaster shoots (usually 1 shot per 0.6 seconds) and does 50 damage per slash. Range is similar to pain saw. Stage 1 (Stage 2?)
SMG: Replaces the blaster for
400 credits. Similar to rifle except it does only 4 damage per shot. It fires as fast as the chaingun, and its accuracy is between that of the rifle and chaingun. Same ammo as the rifle (maybe 35 magazine?) but fewer magazines (4?), so unlike the blaster or pistol, it DOES have limited ammo. Stage 2
PRIMARY WEAPONS:
Machine gun (!= rifle): Costs 200 (300) credits. Similar to the chaingun but it fires only 10 (8, but then more damage?) shots per second. It has the same damage as the chaingun - 6. Less accurate than the rifle but more accurate than the chaingun. Has recoil, but less than the chaingun. 100 rounds per magazine with 3 magazines.
Sawn-off: Stage 2 shotgun with same cost as normal shotgun. Same damage per pellet as shotgun, but significantly more pellets (12?). However, accuracy will be lowered so that at medium to long ranges it is even worse than the normal shotgun. Same ammo as shotty.
Beam gun (since laser gun would be too similar to lasgun): Costs 500 (600-700?) credits and is available at stage 3. It would fire one hitscan shot per server frame with the same accuracy as the mass driver/lasgun. The beam would be visible and would appear as a laser beam. The beam would be around
8 GU wide and do 75 (maybe 50-60 is more realistic) damage per second (more and the luci might go underused, with only splash damage as an advantage). There is a very small splash damage area at the point where the beam hits something (with a particle effect similar to the luci when it hits a wall but smaller and faster), but nowhere near the splash damage radius of the luci. I imagine the beam would be green, but any bright colour would work. Enough ammo to fire it for 20 seconds (so it has little ammo just like the luci).
Rocket launcher (this is a very popular one that people think of): Stage 3 600 (500) cost non-energy version of the lucifer cannon. Rocket flies faster than a large luci ball, but it does 200 damage. Each magazine is 1 rocket and you get a total of 5 rockets.
Current medkit would become "Personal medkit". Medkit: Fires 10 "shots" per second with ckit repair range (you must be pointing at someone to use it). Each "shot" heals 1 health from the target, and there is 200-400 ammo. Cost would be 100-200 credits.
UPGRADES
Medium armour: Reduce light armour protection to taking ~40% (50%?) damage, and light armour cost to 50. Will have same protection as current light armour and cost 120 credits. Stage 1
Heavy armour: A human hit with heavy armour on (unless hit in the head) takes only 25% (or maybe 20% like bsuit?) of the unarmoured damage. Costs 200 credits. Stage 2
Jump boots: Can be worn by a human unless they are in a bsuit. A human with jump boots will jump 2-3 times as high and use less stamina when jumping. Costs 100 (150?) credits. Stage 2
Steroids: Available at stage 2-3 for 200 credits. Used like the medkit. When used, the user will move faster and their max HP will be 150. The effects last for 30-60 seconds.
Wetsuit: Stage 2 with a
300 credit cost. A wetsuit with oxygen tanks. Allows the user to stay underwater for longer. Cannot be used with the bsuit, battpack, or jetpack. It has enough oxygen for 3 minutes, which is consumed only while underwater (cannot be disabled) and recharged at the armoury (possible slow recharge when out of water?). After the 3 minutes, it will stop functioning, and after the normal time you will start to drown as if you do not have a wetsuit (maybe change the death message if someone drowns with a wetsuit, for example: [name] forgot to check his oxygen readings). Note: you cannot recharge if under water even if you are near an armoury (so you can't just stick an arm underwater and camp there). You also cannot buy the wetsuit when you are in the water for the same reason. Wetsuit does not affect lava/slime damage.
Mine: 200 credit deployable mine available at stage 2. It will go off when touched (by a human or an alien), or if hit by an attack (goon snipe, friendly fire, etc. - splash damage will set off mines). The explosion would be weaker than the grenade (maybe 100-150 damage).
Time bomb: 500 credit explosive available at stage 3. The bomb will be a tertiary weapon (so you can switch between your primary weapon, blaster/secondary, and the bomb). Bomb is planted by standing still and holding the mouse button for 3 seconds (alternative: deploy similar to nade/mine). Once planted, the bomb will function as a human buildable. It will have about 1000 hp (slightly more than the rc) and cost no build points (however it cannot be built with a ckit/ackit). The bomb can be deconned to prevent people from planting the bomb in their own base (repairable?) If it is still alive after 30 seconds, it will explode. The damage is high enough that if it was planted in the middle of the rectangular area of ATCS where the OM/RC and other vitals start, it would take out all the buildings there (~750 damage at the edge of that area). Damage would taper off with distance. The maximum range of the bomb would be about twice the range where it does ~750 damage. If the bomb was destroyed by an alien before the timer ran out on it, it would explode like a simple nade.
ALIEN CLASSES
Queen: Alien bigger than tyrant available at s3, costing 9 evos. It has 1000 (maybe less?) hp and regens 20 hp per second. It moves slower than a tyrant. Left click = slash attack - 150 damage per slash to the torso on a naked human (50% more than tyrant). This is 2 hit kill on bsuit and 2 hit kill on helmets using headshots. The rate of slashing is a bit slower than the tyrant (maybe a bit faster than granger). The size of the hitbox would be close to cubical with the dimensions probably similar to the height of the overmind (unless that is similar to the rant size). Right click would spray acid at the target. It would be similar in function to the flamethrower. Queen would get 3 ammo and using one ammo would acid spray for around 5-10 seconds (would have to be shorter than recharge time). The ammo would regenerate about as fast as it does for the advanced dragoon. Middle click would use 3 ammo and fire a huge acid bomb (maybe cap the queen at 2 ammo unless boosted) - similar to the advanced tyrant's on tremx, but much more devastating - it would have the AoE of a nade - although the damage inflicted to buildables would be limited to about 200-250 damage very close to the middle of the blast, and farther out not enough to destroy any previously intact structures. There would be a decent radius where humans within it would be killed instantly. The queen will also function as a spawn point if she stands still for 10 seconds, until she starts moving again - dretches and grangers will spawn behind it. This is useful if "The Overmind needs spoons". C would allow the queen to "crouch" - while crouched it moves very slowly (slower than crouched human) and cannot jump, use any attacks, function as a spawn, or regenerate life, but her hitbox will shrink to the size of a tyrant (crouching and uncrouching takes 1 second and during the time she is crouching/uncrouching she will have the disadvantages of being crouched but with the larger hitbox). The crouch is so she can fit in current maps.
[Alien insect]: The insect that comes out of the hive - you need Stage 3 to evolve to this. Costs no evos and can (actually, must) fly. Has 1 hp but its hitbox is so small it's almost impossible to hit except with splash damage, and turrets will not track it. Teslas and the reactor will kill it, though. Cannot damage any buildings, and its attack only does about 2-3 damage with the same function as the dretch attack. The only thing it is useful for is bringing down jettards, but it is also good for annoying humans.
[Suicide alien]: Alien that costs
2-3 evos and is available at stage 3. It has 100 hp but it is really fast and about the size of a granger. It cannot jump. Its only attack is to blow itself up - this inflicts around as much damage as a nade but the radius is smaller.
HUMAN BUILDABLES
Beam turret: Similar to beam gun above, but inflicts less damage (40-50/second). Costs 12 BP - however its range is twice as long as a normal turret. About as strong as a normal turret. Available at stage 3.
Shield generator: Repeater-sized with 20 BP cost and 1500 (or less, maybe 750-1000) hp. Available at S3. Creates a (visible) bubble with a radius that would approximately cover the entire rectangular area that the RC starts in in ATCS if the generator was placed in the middle of it. Shields would regenerate slowly by themselves (1 point per second when not hit for 2 seconds) but a ckit user cannot repair it. The hp of the structure itself is the hp of the shield - when the shield hits 0, the bubble disappears and the generator explodes. If the reactor goes down, the hp drops to 150 if it is more, and the bubble disappears. The shield would prevent aliens from entering the bubble, but allows humans to enter and exit. The shield is damaged by alien melee and ranged attacks hitting the bubble, as well as friendly fire from outside the bubble. Turrets in the bubble will shoot aliens outside of it. Multiple generators can be placed, but not in a way that the bubbles would overlap.
Quarantine: This would be one for tremx. A small building the size of a small porta-potty with 100 hp, and cost 5 build points, available stage 1. Its function is similar to a hovel (but multiple are allowed), but for humans. Any humans not wearing a battlesuit can enter the quarantine, with a limit of one per structure. This would mainly be so infected humans can avoid infecting other people until the infection wears off.
ALIEN BUILDINGS
Can't think of any.