Author Topic: Alternative Weapon Effects  (Read 8293 times)

Rekov

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Alternative Weapon Effects
« on: March 09, 2007, 04:51:52 pm »
I have been thinking about human weapons, and I have come to the basic conclusion: they all do the same thing in a different way. Instead, they should all do different things in different ways. What I mean by this, is that every human weapon deals damage, and thats it. The aliens have slightly more diversity; they can poison, hold, and disorient. :basilisk:

I suggest that some human weapons should have effects different or additional to straight up damage. Here are some ideas:

Goo ball launcher:
This weapon fires a ball of goo, which does slight damage over time for like 5 seconds, and prevents the target from jumping and/or slows its movement.

Tagger:
Perhaps an alternative to the pistol as a secondary weapon, this weapon can only hit one target at a time. When a target is hit, the tag is activated, and the alien can be tracked by the human team. This could be done in several ways. The tag could leave a trail of paint behind the alien which remains for a certain time period. The tag could be incorporated into the helmet interface with a longer range. The tag could be seen through walls a wireframe alien. The tag would deactivate when the alien dies, or maybe when it evolves.

Flashbang:
A good old fashion flashbang grenade. It takes the place of the current grenade, and is used in the same way. It blinds aliens temporarily by whiting out the screen, and deafens them as well.
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gareth

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« Reply #1 on: March 09, 2007, 06:58:03 pm »
Flashbang idea could be cool. And also nightvision.

Odin

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« Reply #2 on: March 09, 2007, 11:52:26 pm »
We need a charge effect for the Lucifer Cannon. It's annoying not knowing when they're going to fire it.

kozak6

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« Reply #3 on: March 10, 2007, 02:38:38 am »
We have a problem.

Your proposed attacks are actually useful (except for the tagger; I don't really see the point).

The basilisk's attacks.... not nearly so much.

E-Mxp

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« Reply #4 on: March 10, 2007, 01:46:40 pm »
I like the flashbang grenade! but it would be more fun with sound. Trying to flee when hearing the bullets fly past your ears. That would be more fun in my opinion :D

Raytray

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« Reply #5 on: March 10, 2007, 04:04:37 pm »
Tagger seems to be a great idea to track grangers when all spawns are down, or mara's as well.
}MG{Raytray

holyknight

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« Reply #6 on: March 10, 2007, 06:17:12 pm »
I hate flashbang nades... always got that in CS and I would get owned.
I hate it i hate it.

Rekov

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« Reply #7 on: March 11, 2007, 05:51:14 am »
Quote from: "kozak6"
We have a problem.

Your proposed attacks are actually useful (except for the tagger; I don't really see the point).

The basilisk's attacks.... not nearly so much.


so diversify the aliens as well....
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Seffylight

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« Reply #8 on: March 11, 2007, 09:00:05 am »
"The humans aren't as diversified as the aliens, so we should add a bunch of new stuff."
"Uh, but the aliens aren't really diversified either."
"Well then let's add a bunch of new stuff to them as well."

... Wait, what?

Also, the humans have even more versatility than the aliens. With aliens, game play tends to break down into "evolve into highest possible alien evolution (s1: goon, s2: goon, s3: adv. goon/tyrant), attack humans/human base, repeat".

With humans you have a lot more choice in the matter. At S1 you can take a lasgun/mass driver for easy long distance kills on small aliens, or grab a shotgun to stand a chance against goons/own dretches at close range, or maybe even grab a saw and rush the base. At S2 you have all the previous choices, as well as "should I take a jetpack or a battery pack" and "will I need a grenade on this trip out". Should you use a flamer to get some easy creds from stupid dretches, or should you take a pulse rifle to tear apart that goon? At S3 the choices become even more diverse. Do I take a battlesuit, or do I take a battery pack? Should I take a chainsuit or a lucisuit this time to help my teammates the most? Can I even get to where I need to go in my battlesuit, or am I going to need a jetpack?

Humans have a myriad of choices for gameplay. When it comes to aliens, though, it's just "upgrade to highest alien available, attack". Thankfully, the changes coming for aliens in 1.2.0 should help add a bit more tactical aspect to the alien team.
Stop it. Seriously.

Coca-Cola

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« Reply #9 on: March 11, 2007, 09:32:24 am »
Quote from: "Seffylight"
"The humans aren't as diversified as the aliens, so we should add a bunch of new stuff."
"Uh, but the aliens aren't really diversified either."
"Well then let's add a bunch of new stuff to them as well."

... Wait, what?

Also, the humans have even more versatility than the aliens.


I couldn't think of a way to say that without being a total dick.
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shadow_archmagi

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« Reply #10 on: March 11, 2007, 10:01:05 pm »
What? Advanced Mara's are perfectly good. Chain lightning allows you to kill turrets around corners!

Humans have way less diversity than aliens. True, they get to pick between various guns, but since a shotgun doesn't really hurt Tyrants half as badly as a chaingun, in the end its  just dozens of guys in Luci Suits and Chainsuits against a horde of Tyrants and Goons.  Humans stand in their base, for the most part, and shoot. Aliens get to leap about and dance through gunfire, striking down their prey from above.

I'd prefer a sort of Radar thing for the tagger. Sort of like the Flag indicator on Halo2.

Ranger

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« Reply #11 on: March 12, 2007, 02:35:49 pm »
I personally think the last 2 are good, but I think one of the aliens would beneifit more of spitting trapper juice. Maybe good 'ole  :basilisk:?
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Plague Bringer

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« Reply #12 on: March 12, 2007, 03:15:42 pm »
basilisks should always have poison, that'd make them better killing machines through out the whole game, and not just a wasted evo (for most players) at S1
U R A Q T

Rekov

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« Reply #13 on: March 12, 2007, 04:58:55 pm »
So give basilisks the effect of the booster all the time, and give advanced basilisks a sticky spray acid goo that they can spray at people. People are held in place, or if they have a battlesuit merely slowed down. This would definatly make the basi useful.
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Plague Bringer

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« Reply #14 on: March 12, 2007, 06:17:21 pm »
Basi's are the assasins of the alien team, but, quite frankly, it's harder to learn then the dretch, goon, and marauder. Basilisks, and advanced Basilisks, deserve something better like poison throughout the whole game. I'd certainly rather a sticky spray over the gas on an advanced Basilisk, also.
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Odin

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« Reply #15 on: March 12, 2007, 06:37:07 pm »
In my opinion, Basilisks should have a "finishing move" where they impale the target with one of their legs, instead of just slashing. This move would take a while to do, just as how a knife lunge takes a while longer to pull off than a regular slice in CounterStrike. This would make the basi the ultimate assassin.

Rekov

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« Reply #16 on: March 12, 2007, 11:07:48 pm »
Quote from: "Odin"
In my opinion, Basilisks should have a "finishing move" where they impale the target with one of their legs, instead of just slashing. This move would take a while to do, just as how a knife lunge takes a while longer to pull off than a regular slice in CounterStrike. This would make the basi the ultimate assassin.


You could make the Basilisk clamp on to a human and over like five seconds deliver a death blow. The human allies have time to shoot the basi off.
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shadow_archmagi

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« Reply #17 on: March 13, 2007, 02:37:30 am »
How about a tunneling alien? Or at least a sort of "burrow" effect, like in starcraft. It'd be nice to be able to hide from humans when you have low HP and are trapped in a corner. Naturally, the bigger aliens either couldn't use it, or would have a very slow time getting in and out. Perhaps you could have a special class that can attack while burrowed, and pull humans under. That'd be fun.

sleekslacker

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« Reply #18 on: March 13, 2007, 04:01:41 am »
Quote from: "shadow_archmagi"
How about a tunneling alien? Or at least a sort of "burrow" effect, like in starcraft. It'd be nice to be able to hide from humans when you have low HP and are trapped in a corner. Naturally, the bigger aliens either couldn't use it, or would have a very slow time getting in and out. Perhaps you could have a special class that can attack while burrowed, and pull humans under. That'd be fun.


No. It's easy to suggest but please know that it's very hard to code this down into a working implementation. Sorry but NO. Unless you will handle the coding yourself. Now you know why it's hard to get a game that perfectly represents your idea.

Please stop suggesting wild ideas without thinking of the consequences.
y last name is Jones, the family motto is "Jones' never give up!"

Currently ignoring all of your spams.

kozak6

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« Reply #19 on: March 13, 2007, 05:56:28 am »
Yes, and there aren't enough places you would be able to burrow for it to be useful.

Most of the floors in Tremulous appear to be cold hard metal, or at least materials you woudn't be able to burrow into without a backhoe.

shadow_archmagi

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« Reply #20 on: March 13, 2007, 10:03:25 am »
First: I do believe claws that can crunch a skull with ease could rip through steel... but I see your point.


Quote from: "sleekslacker"

Please stop suggesting wild ideas without thinking of the consequences.


Exactly what consequences are there for saying wild ideas? Will considering it cause the Tremulous servers to burst into flame? Will reading impossible posts cause the coders to try and do it anyway and work themselves to death? Perhaps my head will turn to CHEESE by the divine will of the Tremulous gods? I thought the idea of this thread was to SUGGEST new ideas. Doing everything or anything or nothing in this thread is strictly up to whoever feels like coding. Yes, its rather easy to suggest things, yes, I have no intention or idea of how one might code it. But gee... your post just comes off sounding rather ******

TriedtoDestroyMetal

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« Reply #21 on: March 25, 2007, 07:20:08 pm »
I like the goo ball
A way to slow down the aliens would be great!
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