Author Topic: Suggestion For A New Armory  (Read 16759 times)

Superpie

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Suggestion For A New Armory
« on: September 20, 2008, 07:46:24 pm »
I warn you, this isn't thought out very much although the concept is pretty simple.

The idea is that you point at the gun you want at the armory (which in my mind should be a rack with guns packed onto it), press Q and in the animation the player pushes some buttons and then his hand reaches out and grabs the gun out of the armory, then the grabbed weapon goes into the player's firstperson view seamlessly. I don't know how difficult the animation, the code or the model would be to make, but I just wanted to throw this out there for the developers' consideration.


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Lava Croft

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Re: Suggestion For A New Armory
« Reply #1 on: September 20, 2008, 07:48:32 pm »
In the heat of battle, having several people all trying to be close enough to and aim their crosshair on the same Chaingun will be the cause of much agony.

fingered banana

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Re: Suggestion For A New Armory
« Reply #2 on: September 20, 2008, 07:56:23 pm »
If all of the following are satisfied
1) single player
2) game stops when you are at an armory
3) you have a good gpu
then it would work.

Good idea anyway Unfortunately it is not applicable

David

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Re: Suggestion For A New Armory
« Reply #3 on: September 20, 2008, 09:03:10 pm »
Would also require the animation to change depending on where you stand relative to the armoury...
Making the armoury look like a weapon rack, and redoing the popup to look the same and you click on one would (probably) be doable, and about as fast as the current menu system.  Although adds little...
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sticks

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Re: Suggestion For A New Armory
« Reply #4 on: September 20, 2008, 11:41:31 pm »
well i like the model of it, seems a lot more realistic than a green box, and if you just got rid of the animation and made the selection just more general like it is now a lot of the logistic problems would be solved

temple

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Re: Suggestion For A New Armory
« Reply #5 on: September 21, 2008, 12:02:30 am »
Cool idea.  Why not have it both ways, with graphics and bindings?

David

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Re: Suggestion For A New Armory
« Reply #6 on: September 21, 2008, 12:46:08 am »
I don't think anyone is suggesting to remove being able to do it with binds.
I dread to think how negative the reaction to such a move would be....
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Bissig

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Re: Suggestion For A New Armory
« Reply #7 on: September 21, 2008, 01:19:12 am »
Make it accessible from both sides, so if some people block one side you still can aquire your weapon on the other side.

Lava Croft

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Re: Suggestion For A New Armory
« Reply #8 on: September 21, 2008, 03:38:35 pm »
I think a closed-off green box that delivers weapons via a hatch that opens when you have made your choice fits a lot more with the nomadic nature of Tremulous' Humans. Since they seem to be some kind of detachment of space marines, it makes more sense to have a green box with you that looks and feels portable, than to have some open closet with you in which all the weaponry is out in the open.

mooseberry

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Re: Suggestion For A New Armory
« Reply #9 on: September 21, 2008, 08:01:03 pm »
Than perhaps portable racks that fold up and than can be installed when the reach the battle scene?

It must be hard to fit 50 battlesuits in one green box.
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fingered banana

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Re: Suggestion For A New Armory
« Reply #10 on: September 21, 2008, 08:12:33 pm »
Than perhaps portable racks that fold up and than can be installed when the reach the battle scene?

It must be hard to fit 50 battlesuits in one green box.
push button, receive battlesuit...
well think it as a teleport(humans are teleported, so why not teleport guns)

Lava Croft

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Re: Suggestion For A New Armory
« Reply #11 on: September 21, 2008, 10:31:26 pm »
Instead of being an actual weapon rack, make up a device that shows holographic pictures of the equipment, and people can use the mechanic you described.

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Re: Suggestion For A New Armory
« Reply #12 on: September 21, 2008, 11:39:47 pm »
well think it as a teleport(humans are teleported, so why not teleport guns)

absolutely.

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fingered banana

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Re: Suggestion For A New Armory
« Reply #13 on: September 21, 2008, 11:43:35 pm »
well think it as a teleport(humans are teleported, so why not teleport guns)

absolutely.

power extreme.
Why does it awfully look like captain power?
http://www.youtube.com/watch?v=M678PVOf5F0

St. Vrayne

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Re: Suggestion For A New Armory
« Reply #14 on: September 21, 2008, 11:54:46 pm »
Those are both cliché.

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Re: Suggestion For A New Armory
« Reply #15 on: September 22, 2008, 01:53:58 am »
omg, captain power mod :-O
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Annihilation

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Re: Suggestion For A New Armory
« Reply #16 on: September 30, 2008, 11:32:36 pm »
well think it as a teleport(humans are teleported, so why not teleport guns)

absolutely.

power extreme.
Why does it awfully look like captain power?
http://www.youtube.com/watch?v=M678PVOf5F0

Originality is much lacking in that name.  Captain power and the soldiers of the future.  I wonder how much they payed someone to come up with that.
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Hendrich

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Re: Suggestion For A New Armory
« Reply #17 on: October 01, 2008, 12:02:36 am »
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Originality is much lacking in that name.  Captain power and the soldiers of the future.  I wonder how much they payed someone to come up with that

Even though it was one of the best shows I had ever wached back then, its best to get back on the topic.



You know, this idea might be ok if it acted as a weapon rack in a map. See, both armoury and weapon rack can co-exist in the map, for example:

Lets say we have a modified version of ATCS, this version of ATCS has a weapon rack insie the bunker. Human finds it, and sees all the available weapons on that rack. Human takes his weapon (No anamation yet, too much time to do, just press the "Action" key and take the damn thing) then go off blowing heads around.

There is problems with this idea. What about aliens? What do they get to have? Should the weapon rack be a buildable, and if so, whats the point? Etc.

Obviously it would be cool to have, but it won't balance gameplay (adds to the bullshit) and its pretty much useless. I like the armoury idea, green portable box that teleports stuff for humans. Its simple, we don't have to discuss how B-siuts fit out of the box, its a game, its not supposed to make sense. If it does, it would be a game like..well, I don't have any examples, but you get my point.

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Re: Suggestion For A New Armory
« Reply #18 on: October 01, 2008, 12:42:39 am »
Hmmmmm, i like Hendrich's idea :-)

I have seen some abandoned weapons, boxes full of weapons and also racks around some maps. Making some of them pickable could be nice Jolly Joker. Make the secret stuffs, or activated only when you have no nodes nor builders :-)
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Nux

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Re: Suggestion For A New Armory
« Reply #19 on: October 01, 2008, 09:31:54 am »
I'd be interested to see if a map weapons cache could also be balanced. One of a few possible set-ups may prove sucessful. Say for example if the cache were at a stronghold from which the humans can push forward. The stronghold shouldn't be made too strong though. Perhaps making it a "no-build" zone would suffice.

Whether or not the aliens would need a similar bonus like an evo dispenser is questionable. It might prove more fruitful to simply make the layout initially aliens favoured but have the routes constricted enough to be able to capture more and more map as human. Symmetry might work still. Playtesting is the best judge.

Knowitall66

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Re: Suggestion For A New Armory
« Reply #20 on: October 01, 2008, 09:37:20 am »
To balance, perhaps aliens could 'feed' off carcases and receive evo's depending on equipment/class.

gimhael

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Re: Suggestion For A New Armory
« Reply #21 on: October 01, 2008, 11:13:35 am »
Yes, humans should have indestructible 0-bp armouries all over the map, plus medis and telenodes. Aliens should get free eggs and boosters to compensate.

I would prefer something like a tremified capture-the-flag mode, where the teams don't get new weapons/armours/classes/buildings automatically at stage-up, but have to go out, grab a blueprint for the thing and bring it back to their RC/OM. Only then will it be available on the normal armoury or in the evolve/build menu. Maybe add some dependencies, like you need X before Advanced X or need Goon before Tyrant, etc.

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Re: Suggestion For A New Armory
« Reply #22 on: October 01, 2008, 11:16:46 am »
I can imagine some 'infested grounds' what could serve as OM- and stage-independent boosters. if they are played well on the map, it wouldn't ruin balance.
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mooseberry

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Re: Suggestion For A New Armory
« Reply #23 on: October 01, 2008, 09:01:09 pm »
I just thought of this. How about humans get armoury/wep racks, W/E around the map, and to balance it out for aliens there are certain "infested grounds" like what Optimus said, but what it does is slow you down like an egg does.
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Hendrich

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Re: Suggestion For A New Armory
« Reply #24 on: October 01, 2008, 09:37:43 pm »
Hmmm, this thread gave me an idea for a new game mode:

There is a "Capture point" (Dunno what it should look like, maybe if we wanted it "server-side" it should be that green/blue/red Axis box thing, if its gonna be a mod, make it a box with a tremulous symbol on it) somewhere on the map. The capture point is placed somewhere by a admin with the !layout command. Both teams strive to get this capture "thingy" and bring it back to their Om/Rec.

If the humans captured the "thingy" (lets call it the trembox) and brought tit back to their rec, a indestructible weapon rack appears with only 1 medi pad (Placed some where in the map by a admin with !layout, for ex: on top of the bunker)n appears for the humans to use. They can use it like any normal armory, but the weapon rack (if shown on the rack) can also give out free (unlimited?) B-suits, jet-packs, etc.

If aliens get the trembox back to their base, a shitload of creep appears on the map (Once again, by an admin with !layout). This creep not only slows humans, but also acts like a booster, which again is indestructible and is for the aliens use. Lets say this creep appears in the halls so when a human comes along, well, you can guess what could happen. The creep is limited to only being on the floor, not on ceilings or walls (that'll also make it pretty useless). The creep could be overcome by a jet pack, if possible (good luck jetting over creep in a vent :P )

This could stop camping, and give non-campers an advantage, also the racks/creep stop after (I dunno) 4 uses (depends how many the admin with !layout made). But there is problems with this idea. Aliens can easily get to the trembox faster then a human (maybe it can work if he trembox is placed right), bla la bla, I know there's 500 problems with it, lets use your imagination, I don't like listing every problem. :P

And of course, we need someone to create this, which would take a holy miracle in hell.




mooseberry

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Re: Suggestion For A New Armory
« Reply #25 on: October 02, 2008, 12:21:27 am »
ideaz


So basically one flag CTF with unbalanced advantages to the team that gets the "flag" first?

 :)
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Hendrich

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Re: Suggestion For A New Armory
« Reply #26 on: October 02, 2008, 02:21:08 am »
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So basically one flag CTF with unbalanced advantages to the team that gets the "flag" first?

Yea, that is basically pretty much it. I think it should go to "Best Damn Thing Ever Made of the Year", next to the all-so useful Player 1's Your new if you... thread.  :P
« Last Edit: October 02, 2008, 03:38:41 am by Hendrich »

Nux

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Re: Suggestion For A New Armory
« Reply #27 on: October 02, 2008, 09:49:26 pm »
Let's not get ahead of ourselves, guys. First I want to know how easily an in-map weapons cache can be done (if at all). That one change is big enough as it is. Once that has been made the rest of the work will be in creating a map which suits it.

Easy to chat about. Not so easy to attempt and perfect.

Hendrich

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Re: Suggestion For A New Armory
« Reply #28 on: October 02, 2008, 10:14:24 pm »
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Let's not get ahead of ourselves, guys. First I want to know how easily an in-map weapons cache can be done (if at all). That one change is big enough as it is. Once that has been made the rest of the work will be in creating a map which suits it.

Easy to chat about. Not so easy to attempt and perfect.


Unfortunatley thats what I was thinking, and why these ideas might never get off the ground. It seems cool to have a basic weapon stack, and a hand animation grabbing the weapon you want, but it does take some pretty bad-ass (launguge) coding, which noone wants to do. So the only thing we could do is just make ideas.  :'(

Amanieu

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Re: Suggestion For A New Armory
« Reply #29 on: October 02, 2008, 10:18:52 pm »
Put the quake item pickup code back into trem, then just have an array of weapons on the wall, where you just walk up to it to pick it up (you automatically lose your old weapon). Then for the credits, just make it so that you automatically lose credits when you pick up a new weapon (and get the credits for the previous weapon back). If you don't have enough credits, then it just does nothing.
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