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Posted: Mon Mar 29, 2004 6:46 pm
by jb
Some of these ideas are pretty good. We are trying to finnish up the port and see where we are at with the current stuff before we can plan the next part. However I have added this to our sticky thread so feel free to keep the ideas on weapons coming

Posted: Tue Mar 30, 2004 1:26 am
by chaoskirina
Weapon: raining death
primary: shoots a lance.( most useful in the air.)
alt-fire: makes the lance split into 20 smaller lances and ALL are capable of headhsots. if not, 50 point damage.
Posted: Tue Mar 30, 2004 4:36 am
by TKATK
slasher
Primary:shoots out green beams that are attracted to players,do 38 dmg each and have a fast rate of fire,fast moving
Secondary:A very fast rate of fire,medium speed moving blade shaped plasma,can do headshots,very small,dagger size,will stick into a player for 3 sec and emit smoke from the wound if possible,23 dmg each it
Posted: Tue Mar 30, 2004 5:07 pm
by vernies_garden
Weapon: EPT (Electronic Pulse Tracker)
primary fire launches a homing becun into a player or a vehicle seconday fire deteonates it, will also feature a radr pic on the screen that tells you if you are getting closer to your victim.
Posted: Tue Mar 30, 2004 10:39 pm
by -Penfold-
Ooh!
How about a redeemer like weapon that has an EMP warhead? This weapon would temporarily totally disable any vehicles within it's blast radius. It would have a large blast radius (significantly larger than the redeemer, but not huge), except that it would not damage any player, just vehicles.
The damage could work several ways, but the two I think would probably would work best are:
1) The vehicle is disabled on a time basis, the closer to the detonation point, the longer it's disabled.
2) The Vehicle is physically damaged. Damage is not done by hitpoints though, damage is done by percentages, say 80% (maybe less) HP damage the vehicles current hitpoints no matter what vehicle at the point of blast, and less percentage damage the further the vehicle is from the blast. The vehicle could not be enabled until the damage caused to it by the EMP blast (or a percentage of it) was repaired by link gun. Also, this would prevent the weapon from actually destroying any vehicle on its own.
Vehicles while disabled could not fire weapons or drive. Once disabled they would coast to a stop as if the gas was released though not the brake pressed, and aircraft would simply fall to the ground. And, of course, this would apply to all vehicles, friend or foe, occupied or vacant within the blast. Occupants could still exit the vehicle as normal.
Perhaps have it so the weapon could not be used in matches with friendly fire disabled or under a certain percentage to prevent unfair use while friend/foe vehicles are in proximity. As this weapon would be very powerful it would need to be of limited supply. Possibly have a GUI box where the player/host can input the percentage that a redeemer will spawn as an EMP. Or maybe just have it so that all redeemers can be toggled to be lauched with an EMP blast with Chaos' AWO.
Maybe call it the CEMPR / Chaos ElectroMagnetic Pulse Redeemer or such.

Posted: Tue Mar 30, 2004 10:43 pm
by neolith
-Penfold- wrote:[...] EMP warhead? This weapon would temporarily totally disable any vehicles within it's blast radius. [...]
Good idea. We're one or two steps ahead though. But don't tell anyone...

Posted: Tue Mar 30, 2004 10:46 pm
by -Penfold-
SWEET!!!
Er, uh, Don't tell anyone
what? 
Posted: Tue Mar 30, 2004 11:27 pm
by Shadowstar
Don't tell anyone what you don't know.
It's best not to think about it.
Posted: Tue Mar 30, 2004 11:28 pm
by -Penfold-
LOL
Posted: Tue Mar 30, 2004 11:51 pm
by somebody
staple gun;
staple opponents to walls, other players and vehicles
Posted: Wed Mar 31, 2004 12:03 am
by Zachariah
somebody wrote:staple gun;
staple opponents to walls, other players and vehicles
actually , if youre skilled/lucky enough , with a good shot , you can use arrows to pierce an enemy in a manner that sticks him to a wall . . .
Posted: Wed Mar 31, 2004 12:17 am
by Shadowstar
Yeah, we do have a few pics of that scattered throughout the forums I belive?
Posted: Sat Apr 03, 2004 8:55 pm
by -Penfold-
Another suggestion:
Perhaps a massive rocket launcher that takes up most of the screen that has a large circular "missile viewsite" that goes directly around the centerview of the screen. This would simply be a translucent texture with sights just like you see when firing the weapon (like the redeemer, only how you guys would tweek it of course

) that also looked a bit static-ish and also reflected the environment slightly to give it a glass display of the view in front, when really it's just a fake. Anyway, with the rocket launcher obscuring most of the view and the "viewsite" taking up most of the rest, the firing animation for the weapon could be bringing the site closer to the viewer just before switching to the actual rocket guidance view. Adding some fire-spray shooting forwards (backwash from launche) could cover up the transistion from fake to actual missile view. Then, to further give it the guiding a missile, not the missile itself look, keep some static up and have a very slight environment reflection over the entire view that changes as the viewer changes his movement. Upon detonation, go back to the launcher view with the "viewsite" completely obscuring the player view starting of with black and white static that pulls away from viewer until it looks like it did before lauch (without rocket of course), then the weapon will auto switch away to the previously used weapon. The static should not be translucent at all, as that is the missile view, and the missile is gone.
Have the missle switch warhead modes (only pre-launch, cannot be toggled in flight) using the AWO button. Right clicking pre-launch would be an additional toggle (AWO could switch between Redeemer / EMP / Vortex / Cluster (similar to OCMMO mode (or whatever modes you came up with) and right clicking could toggle the cluster ammo type (flack/napalm/poison gas/spider mines/ proxies)
Perhaps a GUI option to enable or disable each type of warhead so servers could restrict certain warheads to better suit the maps in rotation.
Maybe give the rocket wings that fold out to excuse it for how slow it travels (the small-finned redeemer missile just looks like it should be going twice as fast to even sustain lift). The missile tip (especially if visible in the launcher should have a glass lens look.
Oh, and call the weapon the Multiple Ordnance Rocket, Remotely Guided, or MORRG for short, of course.
Posted: Wed Apr 07, 2004 12:27 am
by Kaboodles
I want to see different ammo types for the Target Painter, so that it can call in more specialized air strikes. Like maybe a big red bomb that explodes 20 ft above the target and showers the area with napalm grenades, or a big green chemical version of the bomb. Or maybe a strafing run where the Phoenix flies low to the ground and strafes an area with missiles for a few seconds. Or the EMP bomb that disables all vehicles and turrets in a large radius. Or maybe a special proxy drop that sends 100 proxies over on top of a target area. The possibilities are endless...
Ooh! How about a new javelin ammo type for the crossbow. Launch huge slow-moving javelins over a long distance and impale enemies and nail them to walls and stuff. It should be able to force itself through the body and carry the body with it, going at the same speed as before, so that it can kill enemies in a line like the ERDW. I would love to see multiple bodies shish-kebabed together and nailed into a wall

.
Posted: Wed Apr 07, 2004 12:39 am
by Zachariah
Kaboodles_The_Assassin wrote: a special proxy drop that sends 100 proxies over on top of a target area. The possibilities are endless...
I mentioned a proxy paradrop quite a while ago. would be nice to see