ERDW possible Advanced Weapon Option
ERDW possible Advanced Weapon Option
I was thinking- maybe in the final release, the ERDW could have an advanced weapon option that gives you a scope that sees through walls(Similar to the farsight in Perfect Dark) . I have no idea how possible or impossible it would be to make this, but I know that if it was added and perfected, it would make one awesome option.
Cheese
Cheese
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That was built in from the start, but had one huge flaw: balance. On a low ping machine you could stay in one spot with an ammo supply and kill anyone anywhere on the map. Which was just too unbalanced.
Also im not sure since i never saw it, but i heard the scope was extremely unreliable and buggy (it was taken out way before the present lifetracking sniper scope was ever put in)
Also im not sure since i never saw it, but i heard the scope was extremely unreliable and buggy (it was taken out way before the present lifetracking sniper scope was ever put in)
I make Darth Vader look like a teenage punk with a lightsaber.
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Re: ERDW possible Advanced Weapon Option
Actually the very first versions of the ERDW had a scope with wall seeing ability. But we dropped that for a few reasonsCheese wrote:I was thinking- maybe in the final release, the ERDW could have an advanced weapon option that gives you a scope that sees through walls(Similar to the farsight in Perfect Dark) . I have no idea how possible or impossible it would be to make this, but I know that if it was added and perfected, it would make one awesome option.
Cheese
1) Too powerful some thought. I know that Red Faction uses it and I really enjoyed it there but with UT it may not have fitted
2) Network replication was a bear. Trying to show people behind walls requires a lot of extra work as the server client stuff in UT2k3 normally does not let you do that. So it would not work out all of the time.
3) Red Faction and a nice way to blend the red shade on the skin so the closer they are the brighter or more red was drawn in RF. UT2k3 dose not allow for the same feature. Yes we could have if we was doing a Deus or Splinter Cell mod as those have a slighlty different rendering option which we need. We can not replace the current UT one with out the source coed .
So we figured all of that added up means we could not do it the way we wanted to and it would have been 1/2 of a job. We dont want to do that. So we figured to modify it....
Jb
Well if not a scope with x-ray sight, how about just a regular scope? I don't know about anybody else, but I have problems aiming the ERDW with just the default "iron sights". A scope with zoom ability would make aiming a lot easier, like with the sniper rifle.
Another thing you could do is limit the x-ray scope effect to offline bot use only, that way you would not have the problem you menitioned whilst playing online but still have it to mess with offline.
Another thing you could do is limit the x-ray scope effect to offline bot use only, that way you would not have the problem you menitioned whilst playing online but still have it to mess with offline.
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How about bringing back the same feature that was n ChaoUt1. You could alt-fire and see little red image that told you where someone was without seeing through the wall.. It had the distance to if I remember right. that would still be balanced since you can't "see" exactly where the ennemie is but you still have a prety good idea of it
Re: ERDW possible Advanced Weapon Option
I knew someone was gonna mention that lol I just knew it. That was the first thing I thought when I read about/used the ERDW lolCheese wrote:I was thinking- maybe in the final release, the ERDW could have an advanced weapon option that gives you a scope that sees through walls(Similar to the farsight in Perfect Dark) . I have no idea how possible or impossible it would be to make this, but I know that if it was added and perfected, it would make one awesome option.
Cheese
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Well, if we say that the ERDW generates alot of static interference when armed, we can have a scope that can detect targets through walls, but it would be very fuzzy and inaccurate. Basically, the scope heavily distorts and darkens normal vision, making it very difficult to see normally while using it, but it lights up potential targets with a washed-out, greyish fuzz that has a permanent random offset from each target's actual position. Every time you activate the scope, it resets the offset, so it would be somewhat possible to get a better bearing on the target by toggling the scope on and off, but mostly being able to hit a target with it would depend on luck.
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Hmmm...maybe this STILL is a bit unbalanced... but I just thought of this: weapon-combi-advanced-option:
As soon as you have an ERDW and just collected a Chaos Sniper, you are able to press it when holding the ERDW, which will metaphorically speakon unscrew the scope from the Sniper and put it onto the ERDW as well... due to some incompatibility, the picture will be much smaller and full of static, but you would be able to use the ERDWs features with the scopes benefits... but with the disadvantages that you a) first needed the Sniper and b) will have a very small FOV angle you look through... so it is not advisable to use this in areas where enemys can approach from your sides.
We can even kick this a bit further Chaos-style: once you did this "operation" you actually SEE the sniper scope on top of your ERDW model, and in case you switch to the Chaos Sniper, you will have a sniper in your hand where on top only some cables are hanging out in an emty place where the Scope originally was... you can still shoot with it, but not scope&zoom anymore
In the end it will be one of these "build your own Super weapon construction kits"
As soon as you have an ERDW and just collected a Chaos Sniper, you are able to press it when holding the ERDW, which will metaphorically speakon unscrew the scope from the Sniper and put it onto the ERDW as well... due to some incompatibility, the picture will be much smaller and full of static, but you would be able to use the ERDWs features with the scopes benefits... but with the disadvantages that you a) first needed the Sniper and b) will have a very small FOV angle you look through... so it is not advisable to use this in areas where enemys can approach from your sides.
We can even kick this a bit further Chaos-style: once you did this "operation" you actually SEE the sniper scope on top of your ERDW model, and in case you switch to the Chaos Sniper, you will have a sniper in your hand where on top only some cables are hanging out in an emty place where the Scope originally was... you can still shoot with it, but not scope&zoom anymore

In the end it will be one of these "build your own Super weapon construction kits"

Last edited by SPA on Thu Jul 17, 2003 8:03 pm, edited 1 time in total.
it would be cool if you made weapons compatiable like that like take the laser sight off the rocket launcher and use its you could sorta direct the proxies or other combos like that, the downside would be it would take a little time and you could make it make alot of noise so if someone is near by you could hear them making a new weapon
IMO i think the vortex launcher should be in several parts making it harder to get to maybe make its range a little bigger so its more profitable to collect the parts
IMO i think the vortex launcher should be in several parts making it harder to get to maybe make its range a little bigger so its more profitable to collect the parts
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Hmmm... after all the vortexlauncher isnt much more powerfull then a good used Redeemer IMHO,... redemmer is good for a surprise-BOOM, once a vortex is running some well-hearing people will try to avoid it...
But I think for the upcoming Turret it would be nice that the basic part is the pickup and the weapon addon it is using will be set by the weapon and ammo you provide it... so it is gonna be some kinda "build your own mega-turret"
... or even some special parts like rocket-pots only for the turret can be collected somewhere...well..much things to discuss and to think about 
But I think for the upcoming Turret it would be nice that the basic part is the pickup and the weapon addon it is using will be set by the weapon and ammo you provide it... so it is gonna be some kinda "build your own mega-turret"


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I like this idea. The ability to combine different items for a variety of weapons is really cool.
I think this could be best used as a way of creating superweapons. Leave the existing weapons the same, but then add in a way to modify them.
Perhaps there could be weapon modifiers scattered throughout the map, randomly like the gravbelts. They are fairly rare, so they are only an occasional thing. But there could be all kinds of them. When you pick one up, it automatically gets added to whatever weapon you have ready.
Here's some ideas I have for weapon modifiers:
Napalm cannister: Catches any players the modified weapon hits on fire, and will produce one or two burning napalm chunks when it hits. Anyone that steps in the napalm catches fire. Imagine, napalm proxies!
Acid cannister: Like poison, but has to burn through shields first. It makes green splats on the person hit for about 5 seconds, and during this time they will produce greyish-green smoke and take damage rapidly (as in 1 point per quarter of a second). Acidic Cutter, anyone?
Repulsor: For weapons with radius effects, like rockets, this will create an extra blast of force that pushes people away. For a rocket, this would double the kick. For a vortex, this works very strangely. The vortex will pull people in normally, until they reach a certain distance, at which point they will be held away from the center of the vortex by the repulsor's effect. They won't quite get sucked in all the way, but thier body will be mercilessly mangled by the countering forces at this point, and the damage radius of the vortex is doubled, as well as the amount of damage that it does. For weapons without radius effects, this simply adds more kick to a hit.
Energy Charge: This adds +20 energy damage to a weapon. When the weapon hits, it creates bright arcs of lightning (which have flickering lightsource effects) that dance around the target for about 3 seconds. During this time, stray bolts may zap out away from the target and do an additional 10 points of damage to anything they hit. I figure some cool things could be done for an effect like this. Perhaps have the starting point of an arc be attached to one of the victim's model bones, and the end point attached to another bone, and then have the engine draw a curving bolt of lightning from the start point to the end point (it should curve so that it appears to go around the victim instead of through them, to make for a more visible effect). When hit by this kind of damage, the target's speed is reduced to half for 1 second. This won't have a big effect on thier speed, just enough to cause them them to "stumble" momentarily when hit... Imagine: Shocking arrows!
Damn I always get carried away with these ideas! Anyway, if we ever do something like this, let me know cuz I'll have tons more ideas for weapon modifiers...
I think this could be best used as a way of creating superweapons. Leave the existing weapons the same, but then add in a way to modify them.
Perhaps there could be weapon modifiers scattered throughout the map, randomly like the gravbelts. They are fairly rare, so they are only an occasional thing. But there could be all kinds of them. When you pick one up, it automatically gets added to whatever weapon you have ready.
Here's some ideas I have for weapon modifiers:
Napalm cannister: Catches any players the modified weapon hits on fire, and will produce one or two burning napalm chunks when it hits. Anyone that steps in the napalm catches fire. Imagine, napalm proxies!
Acid cannister: Like poison, but has to burn through shields first. It makes green splats on the person hit for about 5 seconds, and during this time they will produce greyish-green smoke and take damage rapidly (as in 1 point per quarter of a second). Acidic Cutter, anyone?
Repulsor: For weapons with radius effects, like rockets, this will create an extra blast of force that pushes people away. For a rocket, this would double the kick. For a vortex, this works very strangely. The vortex will pull people in normally, until they reach a certain distance, at which point they will be held away from the center of the vortex by the repulsor's effect. They won't quite get sucked in all the way, but thier body will be mercilessly mangled by the countering forces at this point, and the damage radius of the vortex is doubled, as well as the amount of damage that it does. For weapons without radius effects, this simply adds more kick to a hit.
Energy Charge: This adds +20 energy damage to a weapon. When the weapon hits, it creates bright arcs of lightning (which have flickering lightsource effects) that dance around the target for about 3 seconds. During this time, stray bolts may zap out away from the target and do an additional 10 points of damage to anything they hit. I figure some cool things could be done for an effect like this. Perhaps have the starting point of an arc be attached to one of the victim's model bones, and the end point attached to another bone, and then have the engine draw a curving bolt of lightning from the start point to the end point (it should curve so that it appears to go around the victim instead of through them, to make for a more visible effect). When hit by this kind of damage, the target's speed is reduced to half for 1 second. This won't have a big effect on thier speed, just enough to cause them them to "stumble" momentarily when hit... Imagine: Shocking arrows!
Damn I always get carried away with these ideas! Anyway, if we ever do something like this, let me know cuz I'll have tons more ideas for weapon modifiers...