Page 1 of 1

Assimilating ideas for vehicles, weapons, etc.

Posted: Thu Apr 29, 2004 8:53 am
by lord_kungai
Here is a bunch of ideas for CUT3:

• The gravity belt can be used as a damn good parachute in Onslaught.

• The grappling hook should pull you along when attached to a vehicle, as well as cause a slight ‘drag’ effect to the vehicle.

• I don’t know what the ‘species statistics’ mutator does but one suggestion for a set of chaotic melee weapons could be based on that. A Night could use his or her claws to swipe at an enemy, a human could kick, a Skaarj could use their attached hand-blades, a Gen-mo-Kai could jab at an enemy (or maybe even mutate into a huge green Tosc and fire a Singularity Cannon!) and a robot could rip a person apart. All these melee weapons could be charging up weapons.

• The lightning gun and sniper rifle should be able to kill the driver of vehicles in which the driver is ‘exposed’ such as in the Manta, the Hellbender and the Scorpion.

• Players should be able to wreak havoc from within a vehicle. If players can get into a vehicle with more than one seat, they can fire at the enemy’s vehicle at the enemy players or the enemy driver. If there is a player in one of the weapon seats, the drivers’ seat can be captured. Let the opposite be true also. This will also make players fill up vehicles more ‘compactly’.

• An idea for an Onslaught map could be an urban map. Though I haven't really thought about it much, you could make a map of a deserted city. The buildings could be the perfect place for an ambush or for sniping from. Try and make the buildings ‘enterable’, with many floors, windows, doors, staircases and maybe even elevators. The nodes could be on rooftops or in basements. Don‘t forget to add a leviathan or two though!

• Some of my friends and I were discussing an idea for Onslaught Facing Worlds 4. You can have the map set in space (in a space station-like environment like in Facing Worlds 2), with vehicles and ‘falling of the map’ and ‘vehicles falling of the map’, that is if they can’t fly. You can have the bases armed with 3 Raptors, 2 Mantas, a Scorpion and a Hellbender. You should have 7 nodes and a Leviathan in the central node
Diagram 1


• And Finally, a mod that will (hopefully) rock UT2004:

• Mutant Vehicles (I haven't really given much thought to the names, but as it is up to you, you could change them)

 Description:
This mutator allows all the vehicles in onslaught to literally ‘mutate’ into variations of themselves, with advantages and disadvantages to the ‘mutations’. Like in the game ‘Future Cop’, by EA, the driver of the vehicle can make it mutate by pressing two keys simultaneously, such as the use and jump buttons (not necessarily).

 Name: Goliath
Mutates into: Hover Tank
Description: Moves around like a really, really, really slow raptor. It has two seats and can be used to get over and around obstacles without bumping into anything. However, if the driver fires the main cannon while hovering, the tank can wobble a lot and get seriously disoriented, taking longer time to recover. The machine gunner however, can fire without causing much shaking.

 Name: Hellbender
Mutates into: Hellstrider
Description: This device looks like a large, walking robot. It moves slowly and can jump a short distance. It has only two seats, but the driver can control the ‘rear turret’ which can now replace one of the robot’s ‘arms’.

 Name: Manta
Mutates into: Squid
Description: The Squid looks just like the Manta except its twin Magneto-impelled props are turned to face forwards. This allows it to travel at great speeds and fly like a redeemer; it must be continuously moving. It can get badly damaged by a bad driver. It can suck people into its twin props by just coming up behind them, but it is still weak, and too much scraping will destroy it. Instead of ‘jumping’ the Squid can get a burst of speed and instead of slamming players, it just slows down.

 Name: Scorpion
Mutates into: Scorpion Exoskeleton
Description: This unit mutates into a special robotic exoskeleton like the Real infantry in Matrix: Revolutions. It moves and behaves just like a normal player, except no double jumping; it can squish players, extra armour (300 hp from the Scorpion) and only two weapons. The primary fire is a minigun, but the secondary fire can be a 360 degree ‘sweep’ of its twin sling arms. The Scorpion Exoskeleton’s upper body can swivel 360 degrees, with its twin sling arms deployed in opposite directions, severing everything in its range. It can also move around while doing this but if it hits something, its arms can break off like in a normal Scorpion’s.

 Name: Leviathan
Mutates into: Leviathan Juggernaut
Description: This massive construct seats 6 players - 4 turrets, 1 Rocket pod and one Ion cannon/Driver. However, due to 8 large legs deployed from the sides, this is very slow and cannot fit through all gaps on the map. The Driver and Rocket pod can both ‘zoom’ their weapons and Deployment is unnecessary.

 Name: Raptor
Mutates into: Valkyrie
Description: Possibly the most formidable vehicle in the tournament, the Valkyrie resembles a Raptor with its wings out stretched, like a Phoenix bomber. Like a Squid, this vehicle cannot hover but, because of its incredible speed (which is greater than a Raptor’s), can be used to perform lightning aerial strikes on vital targets. Its speed, agility and raw firepower also allow it to dogfight like no dog has ever fought before. As an added bonus, or hindrance, when the Valkyrie is destroyed, its quazi-dark-photonic thrusters self destruct with the force of a redeemer, incorporating the kamikaze from ChaosUT into UT2004 like never seen before. All its weapons remain the same, however. Its missiles still lock onto Mantas, Squids Raptors and Valkyries only.

• Advanced bot commands for onslaught:
Bots should be able to be ordered to cooperate with you in Onslaught with commands (voice or otherwise) such as:
o [name] give me a lift: Orders the bot [name] to ‘give you a lift’ if it is in a vehicle that is not fully occupied
o [name] hop in: Orders the bot [name] to enter (or jump onto as in the case of a manta) your vehicle
o Attack Node %: Attacks, captures and charges node %
o Defend Node %: Defends and heals node %
o Capture Node %: Attacks, captures, charges, defends and heals node %

• Laser Sniper Rifle design:
An alternate Sniper rifle could be one that looks like a target painter and fires a high-energy penetrating laser that, though doesn’t do much damage (around 5 per shot), is an instant hit weapon like the lightning gun, is relatively stealthy and can take headshots easily… a snipers dream weapon. It would also be nice if it had the life-sign-tracker (LST) system from CUT2E.

• Better music in onslaught: DUH!!!

• Additional Leviathan mutations: Here are two more Levi mutations designs I made
o Battle Fortress
Description: This vehicle is just like a conventional Leviathan except, instead of turrets on its sides, the players seated inside it can shoot out of four ‘mini-bunkers’ that allow the player to use whatever weapons they are holding. It also allows them to cycle through their weapons and fire with the one they want. They should also be able to use special weapon abilities such as the shock combo and the redeemer alt-fire.
o Carrier
Description: This idea I got from a post by TKATK. He suggested that the Leviathan acts as an aircraft carrier. But I didn’t think anybody would want to do away with the ion cannon, so this also acts like a conventional leviathan except the alt-fire of the turrets deploys them into small remote controlled drones that fly around like a redeemer but shoot like they normally do (though they can self destruct with their alternate fire). These have some health and when they ‘die’, they can respawn after some time. During that waiting period, the turret-controller cannot do anything.
You can actually combine the above two mutations and make one happen the Leviathan is deployed and the other happen when it is undeployed.

• Super Translocators for Onslaught: As an alternate method of quick movement, you could employ the use of Super-Translocators that fire their translocating beacons much further but have much less ammo.

• Signature melee weapons: instead of needing a separate game type for duel weapons, you could allow players to use melee weapons of their own choice. Just like you can specify what spray paint you want when configuring the ChaosUT mutator, you could allow the players to choose from a list of Duel weapons. Now… instead of utilising special buttons (controlling a player in duel sounds tough, but I have never done it, ChaosUT2 v.2 would not work on my system. I think I needed to install the Epic Bonus pack to make it run) for the control of these melee weapons, you could do one of two things:
o Primary fire: Attack. Like the Bastard sword, the melee weapon could automatically attack in different methods.
Alternate fire: Block/Defend. Again, like the Bastard sword.
o Primary fire: Attack one. Varies depending on the weapon.
Alternate fire: Attack two. Varies depending on the weapon.
Special feature: Auto-block. The player automatically blocks (or at least tries to) incoming projectiles using his/her melee weapon. Just like in Jedi Knights 2.
And, as you probably already know, the heavier weapons move slower but do more damage. You could even display the statistics of each weapon when it is being chosen.

• Grav-gun: Primary fire - Can lift up a player or vehicle and move it around, draining energy in doing so. Grav-guns take some time to ‘get a hold’ of a player or vehicle. You can move a player or vehicle around with your mouse and move them away from you or towards you using your forward and backward keys. While using a grav-gun, you cannot move. Alternate fire – can ‘shove’ a player or vehicle some distance, using a fixed amount of ammo and dealing some damage to the target. If you use Newton’s third law of motion, the player who fired the weapon can also get shoved backwards, though without getting damaged. You could also jump higher, this way. Grav-guns can act together.

• Hover board: self explanatory. No weapons.

• Flame thrower: somewhat like the Unreal2 flame-thrower. Primary fire – A stream of ignited napalm. Secondary fire - A sheet of ignited napalm. Alternate chaotic secondary fire - a gob of napalm that can be ignited by a number of other weapons.

• Motor bike: For those with a need for speed (especially to return to the fight)!!! No weapons. Can squish people.

• SCUD launcher: fires a Redeemer-like rocket that breaks up into fragments and reigns fiery death upon the masses. Primary fire – fires a rocket that breaks up into six pieces (each having the damage of one of the Phoenix’s bombs) that just go boom upon hitting the ground. Alternate fire – when the button is pressed down, the launcher can lock onto up to 6 targets (like in Unreal 2), players being harder to lock onto than vehicles. Upon releasing the fire button, the rocket is launched and soon breaks up into the six pieces that either home in on the targets. If the pieces don’t have any target, act like they have been fired using the primary fire.

• Freeze gun: Primary fire - freezes a target for a short time. Alternate fire - creates a wall of ice, which has some health. You could use this to block passages or paths and prevent vehicles from going through. It does not use up any health

I got most of these ideas from other people with chaotic ideas and just wanted to compile them all in one place. However, I could not remember everything I read so if anybody has anything to add, please do!!!

Posted: Thu Apr 29, 2004 7:37 pm
by TKATK
Freeze,flamethrower:MUG
hover board:CUT hoverboard

why did you need to repost all this,deleting needed(nothing that wasnt listed in the old thread)

Posted: Fri Apr 30, 2004 6:29 am
by lord_kungai
I'm actually a bit of a freak when it comes to assimilating stuff. I myself am getting confused as to what ideas are going where so I am just making a place where you could 'stack' all available ideas. Enjoy!!!

Posted: Fri Apr 30, 2004 6:34 am
by lord_kungai
• Volatile vehicles: Vehicles are damaged or healed by either team when not occupied (they usually can only be damaged by the team that does not control them and haled by the team that does) and when destroyed, self destruct with a 50% redeemer explosion. Long live Kamikaze!!!

Posted: Sun May 02, 2004 1:18 am
by =FaA=Eraser
i don't know if this helps but me and a good buddy made those god awful guns called "BinSlayer" here is a link for the 2k3 version (also most 2k3 weapon mods work in 2k4)

http://www.faaclan.com/upload/Eraser/2k3_mods.zip

use the gun like "BinSlayer" if you want i'd love to see it in a mod like CUT