Secondary Fire? |
by D4RK$T4R
on 05/08/2009 15:36, 62 messages, last message: 06/03/2009 07:17, 24495 views, last view: 05/19/2024 00:22, closed on 06/03/2009 07:17 |
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Most FPS games have a secondary fire function these days, and it'd probably spice SB up a bit if we had it too. Of course it's difficult trying to think of a secondary fire which still keeps the weapon balanced, but I've been trying to work a few idea through for a while.
If you have any ideas or like mine, post here.
<b>Pistol</b>
<b>SILENCER:</b>
Advantage:
Works in the same way as a normal pistol, but is silent and doesn't leave a particle trail - thus making it impossible to see where the fire is coming from.
Disadvantage: Only does 10 points of damage as opposed to the normal 25.
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<b>Shotgun</b>
<b>DOUBLE SHOT</b>
Advantage:
Fires twice in two seconds. Doing more damage in a shorter period of time.
Disadvantage:
Takes twice as long to reload.
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<b>Machine Gun</b>
<b>BURST FIRE</b>
Advantage:
Fires a burst of 5 shots at once, with a break of one second in-between shots. Has a smaller spread area, giving greater accuracy and conserving ammunition.
Disadvantage:
Requires greater accuracy and timing.
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<b>Rifle</b>
<b>AIM ASSIST</B>
Advantage:
When clicked, will snap to an enemy when the cross-hair is within 100px(?) of them, and will follow until aim is obstructed. Click again to disable auto-aim.
Disadvantage:
Does half of the damage of a manually aimed shot. Also makes disables head-shots.
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<b>Grenade Launcher</b>
<b>DETONATE GRENADE</b>
Advantage:
Instead of waiting for your grenade to detonate after firing, right-clicking will cause the grenade to explode when you decide - giving you greater control over causing damage to your target.
Disadvantage:
If you detonate the grenade before it's at a safe distance, you'll cause damage to yourself.
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<b>Rocket Launcher</b>
<b>LASER GUIDED</b>
Advantage:
When fired, the rocket will follow your cross-hair. This gives some extra control and accuracy.
Disadvantage:
You must be able to hold your cross-hair over your target until the rocket reaches it. A moving target will be difficult to track. You will also be vulnerable to attack while concentrating on your target.
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There you go! I think that's all of the weapons. Hopefully they should be fairly easy to script, but I'm more of an ideas man than a practical one. I tried to be concious of how easy it should be to code.
I also thought that sticky grenades may be a cool idea. Perhaps with proximity detonation for setting traps. Though I can imagine people plastering a whole all with them.
Anyway, I'd like to hear what you all think, and if you have any better ideas, fire at will.
~Darkstar
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#1: Message censored by administrator |
by unstablemind
on 05/08/2009 17:35
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#2: Message censored by administrator |
by Maxime -Max of S2D- Lebled
on 05/08/2009 19:21
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#3: Message censored by administrator |
by unstablemind
on 05/08/2009 19:33
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#4: Message censored by administrator |
by Megagun_
on 05/08/2009 19:37, refers to #3
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#5: Message censored by administrator |
by unstablemind
on 05/08/2009 19:40
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#6: Message censored by administrator |
by unstablemind
on 05/08/2009 20:12
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#7: Message censored by administrator |
by D4RK$T4R
on 05/08/2009 20:19
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#8: .. |
by JadeMatrix
on 05/08/2009 20:48
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OK, good ideas here.
The only problem is, Sauerbraten is not UT. The direction is towards simple, stylized (ha, eihrul!) gameplay. You could say the main inspiration is Q3, though I don't know if that's true.
However, what you can do, is suggest this for Blood Frontier. It seems those guys are looking towards slightly more realistic* and/or complex gameplay (*though you still play a health-regenerating monster ;).
A couple of comments on the ideas themselves:
• Rifle — that wouldn't be pixels, it'd have to be in world units (or _maybe degrees? depends if you want it to scale with distance). Plus, I'm pretty sure there're no headshots in Sauer.
• Grenade — in Sauer, grenades are already extremely powerful/flexible, with detonate on contact, otherwise timed.
• Pistol — silencer isn't much of an advantage. I'd suggest a faster rate of fire with a *much* larger spread, so you'd have to be closer.
9*1= I'm so glad I memorized my multiplication tables when I was young :D
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#9: Re: .. |
by Quin
on 05/08/2009 22:15, refers to #8
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We already have our own plans for a secondary fire in Blood Frontier. The ideas here would unbalance any weapon system in my opinion; there needs to be clear advantages balanced with disadvantages for people to even bother to make use of them.
Homicidal (unstablemind): I swear, if you don't knock it off.. I won't ask again.
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#10: .. |
by Julius
on 05/08/2009 22:49
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One fire mode should be sufficient for everybody :p
But some other cool use of the second mousebutton would be cool.
Maybe a jetpack, or a dodging system ala Savage2?
But actually leave it as it is... all people play is insta gib anyways :(
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#11: Message censored by administrator |
by unstablemind
on 05/08/2009 23:00
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#12: Re: .. |
by Quin
on 05/09/2009 01:47, refers to #10
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I bind MOUSE2 to toggle zooming in Sauer and BF. Never quite understood the mentality behind having it as jump.
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#13: Re: .. |
by tentus_
on 05/09/2009 03:31, refers to #12
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Same here. (I think I just copied my binding from the default G binding, no need for any real scripting on my part). I remember one kid having a rather neat script that would make mouse2 fire off a grenade or rocket depending on your inventory.
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#14: .. |
by geartrooper2
on 05/09/2009 04:52
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Its just personal preference. I prefer jump on mouse2 rather than using spacebar, because my spacebar is very loud.
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#15: Explosives |
by fispaul
on 05/09/2009 08:17
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I think another cool feature would be explosives like on the campaign to be available in multiplayer, online maps
Simple, but fun
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#16: .. |
by MisanthropX-
on 05/09/2009 16:31
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other grenades would be nice.. like default, smoke and blend (rofl i know we arent here in counter strike) and they have to be a real low effect cause you are able to spam grenades
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#17: Message censored by administrator |
by Nixot
on 05/09/2009 20:29
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#18: Also, |
by Nixot
on 05/09/2009 20:31
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"I'm more of an ideas man than a practical one."
So you want people to make your ideas for you?
You're obviously not aware of this page:
http://cube.wikispaces.com/How+not+to+start+a+mod
That is all.
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#19: Re: Also, |
by D4RK$T4R
on 05/09/2009 23:46, refers to #18
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I'm very concious of that. I don't feel that I was demanding that somebody made my ideas into reality, it was more an attempt to start a discussion on whether secondary fire would be a good idea, and if anybody could think of improvements.
Unfortunately I don't have the skills to animate the weapons or code the properties, but if I could, I would.
In some ways it's better to have a proper discussion about it before doing anything rather than spend hours working on a project for it to fall flat on its face.
Do you have any valid opinions on the actual subject, please? Anything at all?
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#20: Crouching. |
by D4RK$T4R
on 05/09/2009 23:48
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Ooh, and I was thinking how having crouching bound to the right mouse button would be handy. It would really help in battle instead of having to jump around like a moron to avoid getting nailed.
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