rebel tech
#1
Posted 31 December 2010 - 08:11 PM
WEAPONS
Molotov.
slot: grenade
damage: 10 plus fire
looks green bottle with a wick sticking out the top.
use: lighting up enemies and burning out a sniper nest (preventing the GM form using the trap for x time)
upsides to implementation:
1.a direct contact thrown weapon
2. blocking paths with fire walls
3. burning metro f*cks
downsides to implementation
1.would require making on-fire animations for combine and antlions
2. griefers would find some way to abuse it
FLAMETHROWER
slot: primary one (same as smg1)
damage: 5 per hit, plus burn
damage type: projectile fire.
looks: small fuel tank attached to some metal contraption with a lighter at the end.
upsides to implementation
1. close range weapon that can quickly take out large groups of enemies
2.could be used for objectives like burning down a barricade or torching a combine bunker (would love to do)
downsides to implementation
1. would be hard to code and get working right.
2. I have no idea how they would make the fire stream look right
3. griefers but that's a given with anything with fire or explosives
defenders smg1
info: its a smg1 with a metal shield attached to it it gives the player damage protection to the center of there body.
looks: a smg1 with a metal plate welded to its side a small view port cut in the plate.
upsides to implementation
1. would give a more distinction to weather a players a defender or not even though there are role markers above players heads.
2. allows defender to protect themselves better wile using the smg1
3. better defense
downsides to implementation
1. would block the players view severely
2. coding
medics smg1
info:an smg1 where the grenade launcher has been replaced with a heal-vile launcher.
use: gives medic roles a way to ranged heal players by launching 1 heal-vile at target area uses 20 health energy heals 10 hp.
looks: smg1 with white lines all over it and a medic symbol next to the trigger
upsides of implementation
1.medics can be out of direct fire wile healing players
2.less dead medics
downsides of implementation
1. coding
2.having the secondary drain both ammo.
EQUIPMENT
combine solder vest.
info: a stolen combine vest that provides 50% damage reduction to hits in the chest slows down the player 10%
looks: the player gains a combine vest to there model.
metro cop helmet
info: a metro cops helmet that changes the hud of the player that has it.
use: it shows targets and health % even if not aimed at them it shows combine as blue and rebels as red (it was stolen from the combine) . this is useful when you need to chose the weaker or stronger units in a group to kill.
upsides of implementation
1. both these items would gave more of a scavenger fill to the rebels
2. the would give unique perspectives to the game play
downsides to implementation
1. would require modeling
2. would require more thought put into this before even thinking about it.
REBEL APC
info: a destroyed combine apc that the rebels have fixed up has to versions prop and drivable vehicle.
looks: a destroyed apc with rebel colors painted on it the front has been replaced with a metal bars and windows the gun has been reattached but not the rocket pods.
vehicle version: has a pulse turret as its weapon goes slower than the buggy.
use: would just look cool and would make a unique addition to maps instead of just having the basic buggy.
upsides to implementation
1.give OW an unique vehicle and add something to maps.
downsides to implementation
1. requires modeling and coding
#2
Posted 31 December 2010 - 11:29 PM
warbrand2, on 31 December 2010 - 08:11 PM, said:
WEAPONS
Molotov.
slot: grenade
damage: 10 plus fire
looks green bottle with a wick sticking out the top.
use: lighting up enemies and burning out a sniper nest (preventing the GM form using the trap for x time)
upsides to implementation:
1.a direct contact thrown weapon
2. blocking paths with fire walls
3. burning metro f*cks
downsides to implementation
1.would require making on-fire animations for combine and antlions
2. griefers would find some way to abuse it
FLAMETHROWER
slot: primary one (same as smg1)
damage: 5 per hit, plus burn
damage type: projectile fire.
looks: small fuel tank attached to some metal contraption with a lighter at the end.
upsides to implementation
1. close range weapon that can quickly take out large groups of enemies
2.could be used for objectives like burning down a barricade or torching a combine bunker (would love to do)
downsides to implementation
1. would be hard to code and get working right.
2. I have no idea how they would make the fire stream look right
3. griefers but that's a given with anything with fire or explosives
defenders smg1
info: its a smg1 with a metal shield attached to it it gives the player damage protection to the center of there body.
looks: a smg1 with a metal plate welded to its side a small view port cut in the plate.
upsides to implementation
1. would give a more distinction to weather a players a defender or not even though there are role markers above players heads.
2. allows defender to protect themselves better wile using the smg1
3. better defense
downsides to implementation
1. would block the players view severely
2. coding
medics smg1
info:an smg1 where the grenade launcher has been replaced with a heal-vile launcher.
use: gives medic roles a way to ranged heal players by launching 1 heal-vile at target area uses 20 health energy heals 10 hp.
looks: smg1 with white lines all over it and a medic symbol next to the trigger
upsides of implementation
1.medics can be out of direct fire wile healing players
2.less dead medics
downsides of implementation
1. coding
2.having the secondary drain both ammo.
EQUIPMENT
combine solder vest.
info: a stolen combine vest that provides 50% damage reduction to hits in the chest slows down the player 10%
looks: the player gains a combine vest to there model.
metro cop helmet
info: a metro cops helmet that changes the hud of the player that has it.
use: it shows targets and health % even if not aimed at them it shows combine as blue and rebels as red (it was stolen from the combine) . this is useful when you need to chose the weaker or stronger units in a group to kill.
upsides of implementation
1. both these items would gave more of a scavenger fill to the rebels
2. the would give unique perspectives to the game play
downsides to implementation
1. would require modeling
2. would require more thought put into this before even thinking about it.
REBEL APC
info: a destroyed combine apc that the rebels have fixed up has to versions prop and drivable vehicle.
looks: a destroyed apc with rebel colors painted on it the front has been replaced with a metal bars and windows the gun has been reattached but not the rocket pods.
vehicle version: has a pulse turret as its weapon goes slower than the buggy.
use: would just look cool and would make a unique addition to maps instead of just having the basic buggy.
upsides to implementation
1.give OW an unique vehicle and add something to maps.
downsides to implementation
1. requires modeling and coding
No. NONE of this makes any sense nor leads to the fact that Rebels are scavengers. C'mon Stephen King, the Ghosts of Mars was not a good movie and you know it.
#3
Posted 01 January 2011 - 01:16 AM
ALSO FOR FUCKS SAKE STOP QUOTING THE POST ABOVE YOURS WHEN YOU REPLY TO A TOPIC ITS ANNOYING AS HELL.
#4
Posted 01 January 2011 - 10:57 AM
#5
Posted 01 January 2011 - 11:11 AM
#6
Posted 01 January 2011 - 02:32 PM
#7
Posted 02 January 2011 - 02:53 PM
warbrand2, on 01 January 2011 - 01:16 AM, said:
ALSO FOR FUCKS SAKE STOP QUOTING THE POST ABOVE YOURS WHEN YOU REPLY TO A TOPIC ITS ANNOYING AS HELL.
Its called replying to your post. Its not annoying, you don't like it because I am proving you wrong and shootting down your ideas with logic. Chill out man.
P.S. WRITING IN ALL CAPS DOESN'T"T MAKE YOUR VOICE ANY STRONGER.
#8
Posted 02 January 2011 - 04:03 PM
warbrand2, on 01 January 2011 - 11:11 AM, said:
#9
Posted 02 January 2011 - 06:11 PM
any way you really need to not trash ideas if possible think of ways that they can be balanced and put in don't just trash an idea because it doesn't make sense to you doesn't make it a bad idea also if you think the ideas unbalanced think of ways that it can be balanced example the molotov can be balanced easily because its a molotov they would not do much damage in there "explosion" and would only light units on fire for a short time making them more of a group weakener than a OPed instant hit explosive. Also for example the vest it will not give players Armor like we have now but a damage reducer to the chest rounds to the head, arms, and legs would still deal normal damage making the vest better for people going up against shotgun spam (which is OPed). as for the smg1 ideas they are bad on purpose as i needed something to make the other ideas stand out an experiment that failed in this case as they are getting noticed.
Don't think of how something can break a game by it self, think of how it can be used to make the game batter as well as break it and balance the two. I only say this as most people on forums I see only think of one or the other which is really beginning to piss me off.
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