Author Topic: A couple weapon/alien ideas  (Read 3841 times)

Rippy

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A couple weapon/alien ideas
« on: July 19, 2006, 06:44:39 pm »
Aliens

1. Unnamed Alien (not too creative in the name department): Alien whose primary attack is ranged. Fires a thin glob of corrosive acid at very high speeds (not quite hitscan, but very fast). The glob can be charged up much like the lucifer cannon, however it does not explode if the acid is held for too long. Instead, movement speed decreases, down to 50% speed at full acid capacity. The acid does a mild amount of instant damage (max of 30 or so), then rapidly reduces the hp of the victim (1hp per 1/10 second, unarmoured) for 8 seconds. A fully-charged glob to the body or head will instantly kill unarmoured humans. Armoured humans receive the full base damage, only the poison rate is affected by the armour. light/helmet receive 2/3 damage, light+helmet receive 1/2 damage, and battlesuits receive 1/3 damage.

The alien also has a secondary melee attack, dealing about 40 damage to an unarmoured foe.

Other notes:
- Costs 4 EP, available in stage 3 (adv. dragoon would be hp nerfed slightly and available in stage 2)
- acid is ineffective vs buildings, doing only 1/4 damage
- has 300 hp
- Is nearly as big as a Dragoon, yet can still wallwalk. Wallwalks at 60% regular speed

2. Leech:
- Available: stage 3
- Costs: 5 EP
- HP: 350

The leech is.... as big as a dretch. It has a bite attack about as strong as a dretch, too, and moves about as fast as an adv. granger. However, the leech can take control of any human bodies laying around. The leech attaches itself to the back of the human's neck. The human corpse retains all armour, but loses its primary weapon and items. Basically, after a couple seconds of attaching itself to the host, (the human looks fairly hiedious and alien-like at this point) it can control the human. Posessed humans have a strong melee attack (instakills unarmoured foes if a body or head shot), twice the HP of regular humans, and have unlimited jumping. When the posessed human gets killed, (for good this time, they're pretty mangled now), the leech falls to the ground and goes in search of another host. The tiny leech can be pretty powerful when posessing, yet a much smaller target than a tyrant. Also, it retains the blaster of the human, which works are 2x firing speed. Not very powerful, but a ranged alternative nonetheless.


Human weapons:

3. The Exterminator:
- Available: stage 2
- Costs: 300 credits
- Type: energy
- Rate of fire: 1000 per minute (16 or 17 per second)
- Clip size: 1000
- Number of clips: 1

Sort of like a chaingun and pulse rifle on drugs. Fires enormous amounts of wildly inaccurate, weak pulse shots, with a range of about 3 meters. While ineffective vs large aliens due to the inaccurate and weak pulse shots, the sheer volume of the lasers is enough to easily kill small aliens. The inaccuracy helps, as it's easier to hit fast-moving aliens. Basically, this weapon is a reason for aliens to start using marauders and up.

4. The Combustion Cannon:
- Available: stage 3
- Costs: 600 credits
- Type: energy
- Rate of fire: 180 per minute (3 per second)
- Clip size: 18
- Number of clips: 6

A mix between the mass driver and pulse rifle. When fired, fires a small ball of plasma that travels extremely slowly when fired, but reaches its top speed (again, not quite hitscan, but close) within 1/2 a second of being fired and does heavy damage. The speed of the bullet makes the weapon sound like a good sniper rifle, however because of the 1/2 second delay after firing, it's only effective for sniping relatively immobile targets. It makes up for this with its rate of fire, allowing it to quickly fill up hallways with plasma beams. The best use of this weapon is for hit-and-run purposes, as the player can fire several shots around a corner (firing the ball is nearly silent, they make a whoosh sound when speeding up though).

comments welcome, i just had to throw those ideas out there.
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Rippy

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A couple weapon/alien ideas
« Reply #1 on: July 20, 2006, 01:40:06 pm »
Ok I've got one more >_>

5. Devastator:
- Available: stage 3
- Costs: 700 credits
- Type: rocket
- Rate of fire: 240 per minute (4 per second)
- Clip size: 100
- Number of clips: 1

If you've played Duke Nukem 3d, you know what this is. It's a weapon (or pair of weapons) that fires small rockets. They have a small explode radius and only do moderate damage, but you can fire them very quickly. Basically, it's a rapid-fire rocket launcher that fires small rockets. Very effective versus larger aliens, but the small explode radius of the projectiles makes it hard to hit small, faster aliens.
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Rekov

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A couple weapon/alien ideas
« Reply #2 on: July 20, 2006, 03:50:15 pm »
These are pretty good ideas, but I would think that they would throw of the balance in the game.
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Connor O'brian

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A couple weapon/alien ideas
« Reply #3 on: July 20, 2006, 08:38:04 pm »
I like the leech idea...the lil rocket launcher thing sounds neat...but eh everything else is kinda out there...
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Cowsaysmoo

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A couple weapon/alien ideas
« Reply #4 on: July 21, 2006, 01:29:33 am »
your exterminator would make it even more difficult for ppl who join at s2 or s3 to get some kills and actually do something for the team...

I think the weapons they have now are good, if they tweak a few things
oo


Henners

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A couple weapon/alien ideas
« Reply #5 on: July 21, 2006, 10:07:43 am »
Well heres my thoughts

your first unnamed alien is utterly pointless - A stage 3 alien that costs 4 points, but is is ineffective against aliens? By designing this you have shown your misunderstanding of the focus of the game at stage3. Stage 3 is not about racking up kills, its about destroying the enemy base. And besides from that the adv goon and tyrant sound far better at racking up kills than this invention anyway - 40 damage to an unarmoured foe is barely more than a dretch. And adv goons do more damage with their barb than your proposed acid globs do...

Leech sounds interesting, but incredibly unbalanced if it doesnt die when the human does, or at least take massive damage. A dretch sized alien with 10 times as much health would be near impossible to kill....

Exterminator is unbalanced - pulse rifle is perfectly adequate for stage 2 killing, and the marines really dont need another weak wide spread weapon for the useless players to indulge their kill counts in, but not actually help the team. I laugh at chaingunners since they never accomplish anything actually useful for their team since they stand no chance against the alien base. This weapon you have designed would also be good against larger aliens, despite what you might think - large spread weapons are devasting against large targets. Thats just the way it is

Combustion cannon sounds like a further way of increasing defensive spam. Not a great idea. Not to mention how unfairly devasting it would be against an alien base. The lucy cannon is fine for both of these purposes anyway, and it gives a chance of dodging too. Half a second when the glob is first fired isnt very helpful for the aliens who are coming round a corner etc.

Devastater would lead to many more base camping s3 humans as its clip size is so small. The trouble is it would be overpowered if it had a larger clip size (well MORE overpowered anyway) - difficult one to judge really. I also doubt that "but the small explode radius of the projectiles makes it hard to hit small, faster aliens." - I think this would be far better for running around a corner and blasting a group of dretches than a tyrant...


In all your ideas are OK, better than a lot of the crap that gets posted here, but do need a lot of work to make them game viable
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Rippy

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A couple weapon/alien ideas
« Reply #6 on: July 22, 2006, 01:39:03 am »
Wow, Henners, you just pointed out all the legitimate flaws in those ideas. lol, good job. One thing I'd like to note, though, is that all the numbers are just guesswork; obviously, it's impossible to properly balance an alien/weapon that hasn't been tried in the game yet.

I still like the Devastator and Leech though. Humans don't have any rocket weapons at all, which is kind of odd considering we have them around now. Of course, for balance reasons there can't be an RPG, which is why I figured mini-rockets would be more fair.

One thing I forgot to mention about the leech is that you can shoot it off the back of the human corpse; splash damage would hit it almost as much as the posessed corpse, making flamethrowers and lucis good at taking them out. I guess they'd deserve 300 hp or so, maybe 250. And I deliberately had them move way slower than dretches to make an easy target.

Also, I can't help but lol at "massive damage". The leech should be renamed to "Giant enemy crab" >_>

Anyway, the points you brought up are valid, and now I'm wondering why I thought up some of those things. But I do hope they keep adding weapons/aliens to the game, having a large variety of weapons/classes is what makes games interesting.

And finally, I thought of a way to salvage that unnamed alien. Have it simply be just as effective vs buildings. 1 charged glob would do the 30 or so % base damage, and the acid effect would finish off the structure. Not only could it be used to force humans into ambushes (which is basically just speeding up the aliens' win, if they have 1 unnamed and several goons/tyrants already), but it'd 1 hit (maybe not 1 hit... keep the margin of error in mind) buildings from a distance, which is more than you can say of tyrants. The melee attack should probably be 50 or 60, I just wanted it to be the opposite of the adv goon: the ranged attack being its primary attack, and the melee just being a backup.
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