Author Topic: If you could add a new weapon/upgrade/class/buildable, what would it be?  (Read 13810 times)

mathchamp

  • Posts: 26
  • Turrets: +5/-3
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 :granger:. 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.
:overmind:

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
I want the killonator weapon added.  It's free, has unlimited ammo, zero cooldown, and kill all aliens in it's infinite range.
It'll be awesome!
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Sayeru

  • Posts: 75
  • Turrets: +4/-5
    • http://www.eVo-clan.eu.tc
Doh, I like your all ideas  mathchamp, especially this energy sword.  :P

Umm, let me think...

Lets start with Humans..

a) Buildables

- A gatlingun turret. [Still it would fit better than just teslas]

b) Weapons & General

-Laser pistol [or whatever] - replace the blaster with new pistol model. The old blaster model looks really bad, maybe it sounds weird but blaster need to look more "serious". Same damage and fire rate at all.

-Advanced medkit aviable on st3. Does the same as normal medkit but with imadietaly hp boost to 100 points. Lets say for 200 credits.

-Poision/Advanced ammo - What about new ammo type on other stages? Ammo its free all the time, the another type of ammo could be funny as well.

[I will finish my post later with more ideas]

KillerWhale

  • Spam Killer
  • *
  • Posts: 469
  • Turrets: +63/-26
I'm pretty satisfied with what's in the game, there's just one human weapon I really want.

A better fucking rifle.

It could cost 2000 creds and only do 1 more damage, I want a better rifle.
No, I don't want the chaingun or lasgun. I want. A rifle.

mathchamp

  • Posts: 26
  • Turrets: +5/-3
Here's one I forgot to put in my original post:

Scope: Available at Stage 1 for 150 credits. Allows you to use zoom on all primary weapons (not blaster). Does not affect the Mass Driver as it already has a zoom. The zoom will be significant (more than the lasgun zoom on tremx) but less than the mass driver's zoom.

Here's a new alien building idea:

Grabber: Stage 3 more advanced version of the trapper. Costs 12 BP and has 50 HP (same hp as trapper). It has a spherical aim (compared to conical aim for trapper). If a human is hit, it will be dragged to be right in front of the grabber and forced to point away from it (after that, the grabber holds it like a lisk) - unless it is a bsuit, where it can still turn. The grab lasts until the human is dead or the grabber is destroyed. Grabber cannot grab any other humans while grabbing one human.

Yes, I am also satisfied with the current things in trem. It would be interesting if I could try some of the ideas me or someone else posts in this thread in the actual game, but I'm not expecting it to happen (unless I decide to try to make a mod).

And some more:

Extended magazine (rifle): Gives the rifle a magazine of 40. Stage 2 - 100 credits.

Extended magazine (shotgun): Gives the shotgun a magazine of 10. Stage 2 - 100 credits.

Extended magazine (chaingun): Gives the chaingun a magazine of 400. Stage 2 - 150 credits.

Extended magazine (flamethrower): Gives the flamethrower a capacity of 200. Stage 3 - 100 credits.

Backpack: Stage 2 - allows the user to carry an extra gun with them. Costs 200 credits and cannot be used with bsuit, battpack, or jetpack. For example, someone with a backpack could carry a prifle, a saw, and their blaster with them.
:overmind:

IabzO.o

  • Posts: 258
  • Turrets: +29/-67
IF I COULD CREATE ANY WEAPON I WANTED I WOULD PUT MY PP IN THE ARMORY
POWA SUKC AT TRMELUS

I AM JESUS

Bissig

  • Posts: 1309
  • Turrets: +103/-131
new->killerbunny(pink)

temple

  • Posts: 534
  • Turrets: +37/-42
Powerfist
Flying alien

Asvarox

  • Posts: 573
  • Turrets: +41/-35
Housing system for grangers in hovel
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

Jedarus

  • Posts: 281
  • Turrets: +36/-10
IF I COULD CREATE ANY WEAPON I WANTED I WOULD PUT MY PP IN THE ARMORY

Quote from: Taiyo.uk
iron penis that ejaculates fire.
or
Quote from: Archangel
flesh penis that ejaculates semen
???
Quote from: Creative1
Go get some gasoline and light your fucking pubes on fire

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #10 on: August 29, 2009, 04:30:59 pm »
reloading a shotgun would be more... shotgun-ish.
spam spam spam, waste waste waste!

FisherP

  • Posts: 295
  • Turrets: +31/-32
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #11 on: September 02, 2009, 03:28:35 am »
I don't think I'd want anything more than what the devs dish out. They have a vision for the game and I wouldn't want to interfere with it.

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #12 on: September 26, 2009, 07:30:46 pm »
A booger rifle

Also, a shotgun rifle= mess around with the g_mod cvars in Rezyn's QVM/cQVM
« Last Edit: September 26, 2009, 07:33:27 pm by Paradox »

∧OMG ENTROPY∧

MitSugna

  • Guest
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #13 on: September 26, 2009, 08:33:44 pm »
Tameable aliens: When an alien has low hp, you can use your collar to enslave it. It allows you to control the alien without leaving your base. Unfortunately the enslaved alien never recovers to its full health.

upgrade: collar
cost: 1000
evos when on human: 2
evos when on alien: 2 + evos required for class / 2
evos for killing the slaver: evos required for class / 2
hp required to use collar: max hp / 10
max hp with collar: max hp / 2
visibility of collar: hard
regen rate with collar: default / 2


BTW enslaving an alien player sends him/her back to the spawn queue. Also you can enslave  teammates. Finally, If someone kills you while controlling an alien, he/she gains extra evos.

Grape

  • Posts: 308
  • Turrets: +42/-74
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #14 on: September 26, 2009, 08:44:38 pm »
a bomb that will blow up the entire map

Flux

  • Posts: 221
  • Turrets: +88/-18
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #15 on: September 26, 2009, 11:15:27 pm »
500 dmg blastorz ???

Helix.

  • Posts: 386
  • Turrets: +23/-72
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #16 on: September 26, 2009, 11:34:16 pm »
500 dmg blastorz ???

That's X, sorry bro.


Quote from: Whales.
I personally recommend placing your computer in a pentagram drawn in fetus blood, then perform ritual goat sacrifice

Quote from: solar`
i am seriously like an octopus at a boner buffet.

Teemuz45

  • Posts: 4
  • Turrets: +0/-0
    • teemuz.webs.com
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #17 on: August 03, 2010, 05:49:18 am »
having stuff to be able to put on the gun (like in CoD4) would be AWESOME :laugh:

Aelita

  • Posts: 743
  • Turrets: +147/-34
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #18 on: August 03, 2010, 05:57:34 am »
You do read the warning stating that there hasn't been a post in this thread in a long time, right?

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #19 on: August 03, 2010, 06:29:04 am »
My Guns in my rifle posts. They just need too be textured.

Jack Bauer

  • Posts: 200
  • Turrets: +6/-10
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #20 on: August 03, 2010, 06:49:06 am »
Hmm. Not sure if I can think of any that should be added. But I sure can think of some that I would love to see taken out. I would love to see a server that had no s3 stuff. Imo games just get boring once its s3 (don't think im the only one who thinks this)

"Las guns are a woman's weapon. That's why they're called 'Las' guns!"
"In My Opinion", eg "IMO you should have googled it instead of asking"

Aelita

  • Posts: 743
  • Turrets: +147/-34
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #21 on: August 03, 2010, 07:10:36 am »
A no-S3 mod would be cool. But my choice of server settings seems to invalidate most S3 deadlock games (25TL, 20SD [no building at all]). IMO matches go on too long. If you pressure your players to fix in a shorter time span, they'll camp a lot less.

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #22 on: August 03, 2010, 09:33:02 am »
Dual DD44's

nuff said.

F50

  • Posts: 740
  • Turrets: +16/-26
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #23 on: August 05, 2010, 01:28:58 am »
Enough spam
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #24 on: August 05, 2010, 05:54:08 am »
what spam
spam spam spam, waste waste waste!

Jack Bauer

  • Posts: 200
  • Turrets: +6/-10
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #25 on: August 05, 2010, 07:15:18 am »

Spam?
"Las guns are a woman's weapon. That's why they're called 'Las' guns!"
"In My Opinion", eg "IMO you should have googled it instead of asking"

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #26 on: August 05, 2010, 07:27:24 am »
Is that a spam building or a spam upgrade ?

Venkman

  • Posts: 226
  • Turrets: +24/-8
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #27 on: August 05, 2010, 09:37:57 am »
Since it's been necroed, I might as well add my idea:

Bug-Spray

Basically, it would work like the flamethrower, only instead of fire it emits a noxious gas that poisons aliens but does little actual contact damadge. Also, where the flamethrower burned any humans in range as well, Bug Spray would only poison humans not wearing a helm or bsuit.

Basically, Bug Spray would be used to assist humans who are being grabbed or dretch-stormed without having to worry about bleeding your teammate as long as he has a helm/ bsuit on.

While aliens are in contact with the spray, it should do like 5 dmg a second; something just weak enough to kill a noob-Dretch who doesn't know any better but not so strong that it could be used as much more than crowd-control.

Also, to be fair, the spary shouldn't be able to poison Aliens near creep.
Don't look at me! GO! SPAM EGGS.
Oooooohoho how we can argue about this one...

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: If you could add a new weapon/upgrade/class/buildable, what would it be?
« Reply #28 on: August 05, 2010, 12:12:52 pm »
Can we have SWAT teams too ?