weapons

weapons

Postby Architect » 26 Aug 2011, 22:40

what you should be thinking about is how to change vars in-game on weapons and
save them as new weapons, just add to the arsenal, get busy coders
i want to see at least 10 different rifles, etc
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Re: weapons

Postby riidom » 27 Aug 2011, 00:48

and every one who can draw and likes to draw weapons, post concept art, would be great to determine weapons by a slightly different look.
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Re: weapons

Postby inpersona64 » 27 Aug 2011, 02:57

I saw some 3d models of weapons on youtube. For red eclipse tho, i dont think we want modern weapons. SMG is enough. But an M4 would be cool too :) . Since this game is basically futuristic, i'm thinking of weapons with more WOW factor. But the weapons should tend to fast movement, since online gameplay is all fast-paced. I remember someone mentioned in another post about 'mines'? That would be a nice addition to weapons in the game. Maybe it could spawn similar to the Rocket (one place on each map).
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Re: weapons

Postby riidom » 27 Aug 2011, 07:48

Yes, the look should definitely be carefully orientated at what we have already, avoiding a random mixture of styles (see nexuiz' random collection of player models here). I would like to see that the models differ slightly from each other, when the weapons itself do, due to tweaked vars. So nothing that is too similar to modern arsenal of these days (though most SF weapons are roughly orientated at modern weapons).
Getting the look right is not easy, I agree here, but I found concept art being a great help for that.

(slightly offtopic: any concepts for a new player model would be also welcome. Just be prepared that it will be discussed mercyless by community.)

And where concept art helps for 3d modelling, it maybe also helps for weapon tweaking! So I end this with some random ideas:

High-range SMG:
-Alt-Fire is scoped (less than rifle though)
-shoots semi-auto 1 bullet per click
-damage.. subject to balancing, my guess is 1.5x could work

Auto Shotgun:
-Alt-Fire doesnt ricochet anymore, but empties the clip rapidly in full-auto style (and begs for weapon jam even more than default shotgun)

Plasma:
-many possibilities here:
-different effects could be displayed by slightly different plasma colours/textures (is there a texture at all in it?), for example healing (the idea to make it similar to linkgun from UT2004 was meantioned somewhere already)
-instead of creating a cloud it could make a beam (start/end points determined by player position when he starts/ends charging, or it creates kind of freehand path determined by player movement while he charges)
-plasma trap: player charges a ball, but it is compressed (either invisible or a really small piece of plasma), and other players hear a sound when they are in range (similar to charging sound, but different from that). If they get even closer, the trap deflates to a ball and "shows the light".

Different side weapons:
That is a bit different thing now.. there could be a choice of side weapons, and players can set in there settings (or before each match) what side weapon they wanna have.
Alternatives to pistol could be:
-healing "thingy" (a miniature version of plasma gun, specialised in healing, maybe able to deal little damage too), also makes player immune to burn/bleed
-radar device (switch radar off by default, enable it again when wearing this tool)
-knife
-grenades (take them off the map and players have to choose them this way to get them back)
-goggles (improves sight somehow during scoping, maybe overbrighting player skins)
-engineer kit (clip size +25% for any weapon in hand, also sets weapon jam probability to zero)

Ok, enough random stuff... discuss/add more ;)
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Re: weapons

Postby YaRo » 27 Aug 2011, 11:46

I have thought about this for a long time... so what I would like to see next:

High-range SMG (slower primary than usual SMG, more powerful)
Freezer
Mortar (Alt-fire places simple land mine): Main fire works as "sticky" altfire of shotgun with explode
Machine gun: Heavy and a little bit slow fire
Shield

Other stuff:
Scope googles
More grenades (Maybe vortex (as alt plasma) grenade)
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Re: weapons

Postby Skorpio » 27 Aug 2011, 14:01

I'd like to have a grappling hook to extend the extreme movement options of RE, and to drag enemies towards you followed by an immediate ass kick. :)

And some weapon which can push enemies back and maybe stuns them.

A laser with a continuous beam would be nice as well.

Oh and a poison needle gun.
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Re: weapons

Postby inpersona64 » 27 Aug 2011, 18:02

Skorpio {l Wrote}:I'd like to have a grappling hook to extend the extreme movement options of RE, and to drag enemies towards you followed by an immediate ass kick. :)

And some weapon which can push enemies back and maybe stuns them.

A laser with a continuous beam would be nice as well.

Oh and a poison needle gun.

Actually, if i may piggy-back off his ideas, the first thing I thought of when he said needle gun was a crossbow. For red eclipse though, It's not gonna be some standard crossbow. It has to look futuristic (i mean cmon, years in the future, they wont be using wood lol). So maybe something like steel, but shoots lightning bolts.
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Re: weapons

Postby Stiva » 27 Aug 2011, 18:33

Durr I can maek gunz
Image
(From this awesome thread that I'm sure might arouse chills in anyone who's participated in anything like that)

On a serious note, it'd be cool if the plasma gun or perhaps the normal rifle had a very brief stunning effect, which would make them more useful despite the low amount of damage they do. I also like Riidom's suggestion to make the plasma's secondary fire a beam.

It'd be nice if there were more super-weapons like the rocket launcher (viz., that rarely spawn and only give you one clip before disappearing). I'm thinking something like a minigun that slows you down but does insane amounts of damage or a one-time use Tesla coil.
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Re: weapons

Postby inpersona64 » 27 Aug 2011, 20:34

Image
Don't mind my fail sketch skills. The idea of this photo is that there could be a weapon, similar to the grenade, that, when you use primary fire, it creates an orb around you that does damage to anyone within a specific proximity of you (i haven't decided yet because it all depends). The electric spikes depict residual damage that could be caused, but it doesn't have to be like that because we have enough weapons that do damage like that (shotgun, flamer, and regular grenade) Also, the orb doesn't protect you from fire. But if anyone thinks that it should, say so and why. Only reason I say it shouldn't because that could cause balance issues.

Secondary fire idk. If anyone can think of a good alt fire for this type of 'grenade', say so. Cause I can't come up with nothing. Also, a better sketch of what the orb will actually look like when you grab it would be nice. :)
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Re: weapons

Postby Phy83r0pt1k » 27 Aug 2011, 20:57

riidom {l Wrote}:Yes, the look should definitely be carefully orientated at what we have already, avoiding a random mixture of styles (see nexuiz' random collection of player models here). I would like to see that the models differ slightly from each other, when the weapons itself do, due to tweaked vars. So nothing that is too similar to modern arsenal of these days (though most SF weapons are roughly orientated at modern weapons).
Getting the look right is not easy, I agree here, but I found concept art being a great help for that.

(slightly offtopic: any concepts for a new player model would be also welcome. Just be prepared that it will be discussed mercyless by community.)

And where concept art helps for 3d modelling, it maybe also helps for weapon tweaking! So I end this with some random ideas:

High-range SMG:
-Alt-Fire is scoped (less than rifle though)
-shoots semi-auto 1 bullet per click
-damage.. subject to balancing, my guess is 1.5x could work

Auto Shotgun:
-Alt-Fire doesnt ricochet anymore, but empties the clip rapidly in full-auto style (and begs for weapon jam even more than default shotgun)

Plasma:
-many possibilities here:
-different effects could be displayed by slightly different plasma colours/textures (is there a texture at all in it?), for example healing (the idea to make it similar to linkgun from UT2004 was meantioned somewhere already)
-instead of creating a cloud it could make a beam (start/end points determined by player position when he starts/ends charging, or it creates kind of freehand path determined by player movement while he charges)
-plasma trap: player charges a ball, but it is compressed (either invisible or a really small piece of plasma), and other players hear a sound when they are in range (similar to charging sound, but different from that). If they get even closer, the trap deflates to a ball and "shows the light".

Different side weapons:
That is a bit different thing now.. there could be a choice of side weapons, and players can set in there settings (or before each match) what side weapon they wanna have.
Alternatives to pistol could be:
-healing "thingy" (a miniature version of plasma gun, specialised in healing, maybe able to deal little damage too), also makes player immune to burn/bleed
-radar device (switch radar off by default, enable it again when wearing this tool)
-knife
-grenades (take them off the map and players have to choose them this way to get them back)
-goggles (improves sight somehow during scoping, maybe overbrighting player skins)
-engineer kit (clip size +25% for any weapon in hand, also sets weapon jam probability to zero)

Ok, enough random stuff... discuss/add more ;)


I thought alot of those were already done. I remember playing on kitsune's server before the ban and kitsune would constantly change weapon settings for stuff like that.
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Re: weapons

Postby YaRo » 27 Aug 2011, 23:42

inpersona64 {l Wrote}:Image
Don't mind my fail sketch skills. The idea of this photo is that there could be a weapon, similar to the grenade, that, when you use primary fire, it creates an orb around you that does damage to anyone within a specific proximity of you (i haven't decided yet because it all depends). The electric spikes depict residual damage that could be caused, but it doesn't have to be like that because we have enough weapons that do damage like that (shotgun, flamer, and regular grenade) Also, the orb doesn't protect you from fire. But if anyone thinks that it should, say so and why. Only reason I say it shouldn't because that could cause balance issues.

Secondary fire idk. If anyone can think of a good alt fire for this type of 'grenade', say so. Cause I can't come up with nothing. Also, a better sketch of what the orb will actually look like when you grab it would be nice. :)


IMBA Detected!!!
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Re: weapons

Postby inpersona64 » 27 Aug 2011, 23:51

YaRo {l Wrote}:IMBA Detected!!!

Explain.
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Re: weapons

Postby YaRo » 28 Aug 2011, 00:23

inpersona64 {l Wrote}:
YaRo {l Wrote}:IMBA Detected!!!

Explain.

If you turn damage to minimum it will be useless thing, however, if you decide to put at least 10 dmg per second you can kill ppl just with that and usual kung-fu kick. And what should they do if there would be Sword + this + kick... I think there is enough melle weapons (shield != weapon)
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Re: weapons

Postby inpersona64 » 28 Aug 2011, 00:35

YaRo {l Wrote}:If you turn damage to minimum it will be useless thing, however, if you decide to put at least 10 dmg per second you can kill ppl just with that and usual kung-fu kick. And what should they do if there would be Sword + this + kick... I think there is enough melle weapons (shield != weapon)

Actually, that isnt true. Every weapon in this game takes skill to use. And if 10 damage per second is too bad, make it 5. There are ways this can work. Btw, I'm not saying it should shield. In fact, it shouldn't protect against anything because that would actually cause imbalance (to have a weapon that covers your whole body from fire = unfair).

Now on the other hand, to have a legitimate shield that protects you from damage is a specific direction; thats not a bad idea at all. Sort of like Cpt. America's shield. And could accompany the sword, just not at the same time (cause that could cause imbalance lol)
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Re: weapons

Postby pigoutultra » 29 Aug 2011, 20:46

I would love to see something like the arc cannon from starwars battlefront, that was a sweet weapon. With the ability to arc from one enemy or ally to the next enemy or ally. Might be a problem for team games due to unpredictability of arcing can cause serious team killing issues. Primary fire would be just the standard charged arc, secondary fire would be a charged ball lighting type projectile that arcs violently upon impact. The lightning gun would have to have some effect on water, such as if you fire it while in water, you instantly die.

I do like what inpersona has with the shield orb thing, but i think it would be a good idea for it to be something different. Perhaps not a shield but a power-up that allows you to deal more damage but also be more susceptible to damage as well. Another possibility would be it is something that comes attached to the bomber ball.

The mine idea was mine and I have an idea for the look of it. I can't draw very well, but my idea is that it have green crystal looking spikes sticking out of it and it is like a fragmentation mine that poisons you.

An acid gun would be cool too, it does minimal impact damage and does less time damage than the flame, but it slows you down as well, because it's eating the joints of the robot. Primary fire would be full auto glob launching, secondary fire would be one big glob that makes an acid puddle for a few seconds. I'm just spewing out ideas as I write them.

Another idea for a weapon would be for wide flat projectile firing gun that has a slow fire rate but it the projectile acts like a sword cutting things in its path. It would be delicate though and any impact with a wall or ground would cause it to fragment immediately.

That's it for now, but I'm sure to come up with some other idea later.

EDIT: Better now? :P
Last edited by pigoutultra on 30 Aug 2011, 10:24, edited 1 time in total.
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Re: weapons

Postby qreeves » 30 Aug 2011, 05:18

That's a giant wall of text that is hard to read. Try splitting it up into paragraphs? :P
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: weapons

Postby inpersona64 » 30 Aug 2011, 11:21

qreeves {l Wrote}:That's a giant wall of text that is hard to read. Try splitting it up into paragraphs? :P

Scared me a bit too. I just wanted to wallrun up and over it lol
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Re: weapons

Postby bovineuniversity » 30 Aug 2011, 17:45

What about a close range weapon, one that just electrifies your body. So all you need to do is run into people to do damage? Combined with punch/kick could do additional damage. There could be different effects (shock, repel, freeze, ... heal?) I could see how that could be fun in certain situations and game modes, maybe even in a hand-to-hand game mode?
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Re: weapons

Postby Wazubaba » 30 Aug 2011, 18:55

-snip-

List of suggestions (organized for the reader's sanity and eyesight)

EMP Grenade - Causes the radar dots to twitch around randomly, may cause weapons to not fire properly, may cause static to appear on the player's view

CryoThrower - Similar to the flamethrower, but does less damage and slows the target down temporarily.

Impulse Drain - Causes the target to lose impulse energy.

Artillery - Like the rocket launcher, only has directional shrapnel, explodes above the ground, to allow the shrapnel to spread, and has a ballistic trajectory.

Continuous Laser (Photon Stampeder for name ?) - emits laser beam for as long as it is fired, similar to the flame thrower, that has a medium range, but does gradually less damage the further away the victim is, so at point blank, it will be equivalent to flamer or better, at max range, it would be like 2.5 damage a second, due to attenuation.

Deployable Drone - Deploys a weaker version of the onslaught turret, limited to 2 or 3 per team max. It also must be a certain distance from important bases, like flags and bombs.
Last edited by Wazubaba on 30 Aug 2011, 19:26, edited 5 times in total.
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Re: weapons

Postby bovineuniversity » 30 Aug 2011, 19:07

You have time to use radar? ;)
An EMP would be kind of cool, maybe it disables weapons for 5 sec?
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Re: weapons

Postby Wazubaba » 30 Aug 2011, 19:11

Yeah, that or causes static to appear all over the players view, making it hard to see for a few seconds.
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Re: weapons

Postby inpersona64 » 30 Aug 2011, 22:55

The impulse drain idea i actually like. Some of this stuff sounds like powerups though. I think it is possible to implement it, but if you dont want to change the game altogether, maybe these 'powerups' or 'effects' could be implemented as part of some of the gametypes we have already. I could see the Impulse Drain being used in like bomber-ball (when you have the ball your use of energy decreases by 1.5 to 1.9 but not immediately; only when you use your energy). I also like the cryothrower as a rival to the flamer. Sounds cool and would be fun to play with. Hell, it could spawn a new mutator: Fire vs Ice :lol:

With the picture I was trying to draw in reference to what bovineuniversity was saying, It would be cool to have such a 'powerup' that does extra damage on melee attacks, possibly powerup the Sword hits, making Medieval much more popular. But to keep it from unbalancing the game, while this 'powerup' is activated, you become much more susceptible to damage. And the powerup doesn't have to do residual damage over time. Because we all know how annoying residual damage is (i'm talking about you flamer-nub...)
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Re: weapons

Postby bovineuniversity » 30 Aug 2011, 23:35

Anything that makes medieval more popular is a horrible idea. :)
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Re: weapons

Postby YaRo » 30 Aug 2011, 23:37

bovineuniversity {l Wrote}:Anything that makes medieval more popular is a horrible idea. :)


Yes, exept shield, i think
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Re: weapons

Postby inpersona64 » 30 Aug 2011, 23:37

bovineuniversity {l Wrote}:Anything that makes medieval more popular is a horrible idea. :)

You no like Medieval? :(
Not that I'm a fan or anything, cause I'm more of an Arena TDM kind of guy :)
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