New stuff
Kittamaru
Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">Goodies</div>[QUOTE=ARMORY TECH]
[QUOTE=BASIC ARMORY]
<b>Basic Armory</b>
<b>Cost</b> 5
<b>Build</b> 10 seconds
<b>Health</b> 1500 HP
<b>Function</b> Ammo distribution (all basic types), allow the dropping of welders and mines
<b>Research</b> Field Armory, Hand Grenades [/QUOTE]
[QUOTE=FIELD ARMORY]
<b>Field Armory</b>
<b>Cost to upgrade</b> 15
<b>Upgrade time</b> 25 seconds
<b>Health</b> 2500 HP
<b>Function</b> Ammo distribution (all basic types), allow the dropping of welders, mines, and shotguns
<b>Function2</b> Distributes 25 health med kits to injured marines when used (medium cooldown on this)
<b>Research</b> Advanced Armory, Medical Armory, Supply Amory, Hand Grenades (if not already done) [/QUOTE]
[QUOTE=MEDICAL ARMORY]
<b>Medical Armory</b>
<b>Cost to upgrade</b> 10
<b>Upgrade time</b> 25 seconds
<b>Health</b> 5000 HP
<b>Function</b> Ammo distribution (all basic types)
<b>Function2</b> Distributes 50 health med kits to injured marines when used (low cooldown on this)
<b>Research</b> None [/QUOTE]
[QUOTE=SUPPLY ARMORY]
<b>Supply Armory</b>
<b>Cost to upgrade</b> 30
<b>Upgrade time</b> 25 seconds
<b>Health</b> 7500 HP
<b>Function</b> Ammo distribution (all types, full clips instead of half clips)
<b>Function2</b> Distributes Hand grenades to players (cooldown of 30 seconds, at one hand grenade per use, only carry one, and only if HG's have been researched)
<b>Research</b> Hand Grenades (if not already done) [/QUOTE]
[QUOTE=ADVANCED ARMORY]
<b>Advanced Armory</b>
<b>Cost to upgrade</b> 25
<b>Upgrade time</b> 90 seconds
<b>Health</b> 5000 HP
<b>Function</b> Ammo distribution (all types), allows dropping of SG, HMG, GL, Welder, and Mines
<b>Function2</b> Distributes 50 health med kits to injured marines when used (high cooldown on this)
<b>Research</b> Hand Grenades (if not already done), Advanced Weapons Facility [/QUOTE]
[/QUOTE]
[QUOTE=Advanced Weapons Facility- Mods]
[QUOTE=Experimental Weapons Research]
<b>Pre Reqs</b> Adv. Weapons Facility, Arms Lab, Prototype Lab, Adv Armory
<b>Advanced Weapons Facility</b>
<b>Upgrade Time</b> 120 seconds
<b>Cost</b> 30
<b>Build Time</b> 45 seconds
<b>Health</b> 7500
<b>Function1</b> Provides experimental weapons research
<b>Function2</b> Allows dropping of Experimental Armerment Facility
<b>Research</b> LMG, Pistol, SG, HMG, GL, Mine modifications
[/QUOTE]
[QUOTE=LMG Mods]
[QUOTE=SMG]
<b>Sub Machine Gun</b>
<b>Research Cost</b> 15
<b>Research Time</b> 30 seconds
<b>Cost</b> 10 res
<b>RoF</b> 3x LMG
<b>Clip Size</b> 75
<b>Reserve</b> 300
<b>Damage</b> 5 per bullet
<b>Reload time</b> same as LMG (2 seconds?)
<b>Notes</b> High rate of fire with good size clip. Large firing spread makes it hard to hit accurately, especially at long ranges. Close in, it is an excelent weapon for disposing of small to medium threats. More capable than the LMG up close. Only able to do 1/3rd damage to Fade and Onos due to small sized rounds. Light weight
[/QUOTE]
[QUOTE=Magnetic Impulse Rifle]
<b>Magnetic Impulse Rifle</b>
<b>Research Cost</b> 25
<b>Research Time</b> 30 seconds
<b>Cost</b> 10
<b>RoF</b> 2 per second
<b>Clip Size</b> 20
<b>Reserve</b> 100
<b>Damage</b> 5 per bullet, double vs armor
<b>Reload time</b> 3 seconds
<b>Notes</b> A very powerful weapon, this rifle is nearly silent. Using magnetic fields to hyper accelerate depleted uranium rounds to supersonic speeds, this rifle is easily able to penetrate most forms of armor with ease, including the hardened carapace of the Kharaa. The drawback is the ammunition used in this weapon is rather large, preventing a large clipsize. It's armor peircing abilities also cause it to do relatively weak damage to unarmored targets as it passes clean thru the target.
[/QUOTE]
[/QUOTE]
[QUOTE=Shotgun Mods]
[QUOTE=Stoner]
<b>Stoner</b>
<b>Research Cost</b> 25
<b>Research Time</b> 30 seconds
<b>Cost</b> 15
<b>RoF</b> 1 every second
<b>Clip Size</b> 10
<b>Reserve</b> 40
<b>Damage</b> .5 per needle x 100 needles, 1/4 vs fade or onos (yes, 100... this IS source)
<b>Reload time</b> 12 seconds seconds (single round reload, plus chamber open / close)
<b>Notes</b> A very powerful variant of the standard shotgun, the Stoner fires, instead of a spread of pellets, a cloud of sharp needle like projectiles. They pierce and rend soft flesh with ease, however, against hardened targets, such as the fade or onos, the needles simply cannot pierce well. As a result, it does almost negligable damage.
[/QUOTE]
[QUOTE=SSJ]
<b>Jackhammer SSJ Semi Auto Shotgun, Mark 2</b>
<b>Research Cost</b> 40
<b>Research Time</b> 60 seconds
<b>Cost</b> 20
<b>RoF</b> 2 per second
<b>Cylinder</b> 20
<b>Reserve</b> 80
<b>Damage</b> 10 per pellet x 10 pellets, decreasing over range
<b>Reload time</b> 15 seconds
<b>Notes</b> During their years of fighting, the TSA realized that the standard Shotgun, though powerful, had a few serious drawbacks. Its rate of fire, while decent, was not sufficient when facing against more than 2 or 3 skulks. While searching for solutions, one researcher, who had a passion for ancient weapons, came across in his books an old era semi auto shotgun used by soldiers hundreds of years ago. Named the Jackhammer, it mated the power of a shotgun with the fire rate of an automatic rifle. As a result, the TSA decided to build upon the idea. The resulting gun was named the Jackhammer Mark 2. The result was impressive, though complex and rather heavy, but it easily shreaded any life form, with only a single drawback- it had a VERY long reload time.
[/QUOTE]
[/QUOTE]
[QUOTE=Pistol mods]
[QUOTE=Flak Pistol]
<b>Flak Pistol</b>
<b>Research Cost</b> 10
<b>Research Time</b> 15 seconds
<b>Cost</b> 5
<b>RoF</b> 1 per second
<b>Clip Size</b> 5
<b>Reserve</b> 40
<b>Damage</b> 5 per piece x 5 pieces of flak, degrading over distance
<b>Reload time</b> 4 seconds
<b>Notes</b> Another weapon born of need, the Flak Pistol was designed and produced to aid in the defense of those marines weilding the powerful Grenade Launcher. The Flak Pistol is very much just a miniature shotgun, with a shorter range and a smaller clip size. It is also unable to do full damage over longer ranges, rending it relatively useless against anything but close in targets.
[/QUOTE]
[QUOTE=Compression Pistol]
<b>Compression Pistol</b>
<b>Research Cost</b> 50
<b>Research Time</b> 90 seconds
<b>Cost</b> 15
<b>RoF</b> 2 a second
<b>Clip Size</b> 10
<b>Reserve</b> 40
<b>Damage</b> 40 per shot
<b>Reload time</b> 5 seconds
<b>Notes</b> The TSA realized soon that, despite advances in technology, projectile weapons simply were not effective at penetrating the hard carapace of Kharaa such as the Fade or, to a much bigger problem, the Onos. Previous experimentation with energy based weapons had yielded... disaterous... results. The TSA finally accepted that a small measure of danger was acceptable, but could not produce a weapon able to meet their criteria. Luckily for them, a private research team had met with more success. They had managed to develope a working prototype that, in testing, impressed the TSA High Command enough that it diverted it's full attention to repdroducing it. Complex, Lightweight, and heavy hitting, this baby can punk a hole thru even the headplate of an onos, making it well worth it's cost.
[/QUOTE]
[QUOTE=Revolver]
<b>.44 Magnum, Mk 7</b>
<b>Research Cost</b> 15
<b>Research Time</b> 30 seconds
<b>Cost</b> 5
<b>RoF</b> same as pistol
<b>Cylinder Size</b> 6
<b>Reserve</b> 24 (or 8 3x quickloaders when researched)
<b>Damage</b> 20 per shot
<b>Reload time</b> 7 seconds (or 4 seconds with quickloaders)
<b>Notes</b> Yet another technology born of past years, the .44 Magnum, Mk 7, is the seventh remake of the old Mk 6. It packs quite a punch, but it is hindered by a rather long reload time due to it's chamber and cylinder load nature. This weapon makes a nice sidearm for those armed with the Shotgun or a Heavy Machine Gun
[/QUOTE]
[/QUOTE]
[/QUOTE]
I appologize for how it is organized- it was better when the old quote system was in place.
Can someone give me the new code for quotes so I can fix? THanks!
[QUOTE=BASIC ARMORY]
<b>Basic Armory</b>
<b>Cost</b> 5
<b>Build</b> 10 seconds
<b>Health</b> 1500 HP
<b>Function</b> Ammo distribution (all basic types), allow the dropping of welders and mines
<b>Research</b> Field Armory, Hand Grenades [/QUOTE]
[QUOTE=FIELD ARMORY]
<b>Field Armory</b>
<b>Cost to upgrade</b> 15
<b>Upgrade time</b> 25 seconds
<b>Health</b> 2500 HP
<b>Function</b> Ammo distribution (all basic types), allow the dropping of welders, mines, and shotguns
<b>Function2</b> Distributes 25 health med kits to injured marines when used (medium cooldown on this)
<b>Research</b> Advanced Armory, Medical Armory, Supply Amory, Hand Grenades (if not already done) [/QUOTE]
[QUOTE=MEDICAL ARMORY]
<b>Medical Armory</b>
<b>Cost to upgrade</b> 10
<b>Upgrade time</b> 25 seconds
<b>Health</b> 5000 HP
<b>Function</b> Ammo distribution (all basic types)
<b>Function2</b> Distributes 50 health med kits to injured marines when used (low cooldown on this)
<b>Research</b> None [/QUOTE]
[QUOTE=SUPPLY ARMORY]
<b>Supply Armory</b>
<b>Cost to upgrade</b> 30
<b>Upgrade time</b> 25 seconds
<b>Health</b> 7500 HP
<b>Function</b> Ammo distribution (all types, full clips instead of half clips)
<b>Function2</b> Distributes Hand grenades to players (cooldown of 30 seconds, at one hand grenade per use, only carry one, and only if HG's have been researched)
<b>Research</b> Hand Grenades (if not already done) [/QUOTE]
[QUOTE=ADVANCED ARMORY]
<b>Advanced Armory</b>
<b>Cost to upgrade</b> 25
<b>Upgrade time</b> 90 seconds
<b>Health</b> 5000 HP
<b>Function</b> Ammo distribution (all types), allows dropping of SG, HMG, GL, Welder, and Mines
<b>Function2</b> Distributes 50 health med kits to injured marines when used (high cooldown on this)
<b>Research</b> Hand Grenades (if not already done), Advanced Weapons Facility [/QUOTE]
[/QUOTE]
[QUOTE=Advanced Weapons Facility- Mods]
[QUOTE=Experimental Weapons Research]
<b>Pre Reqs</b> Adv. Weapons Facility, Arms Lab, Prototype Lab, Adv Armory
<b>Advanced Weapons Facility</b>
<b>Upgrade Time</b> 120 seconds
<b>Cost</b> 30
<b>Build Time</b> 45 seconds
<b>Health</b> 7500
<b>Function1</b> Provides experimental weapons research
<b>Function2</b> Allows dropping of Experimental Armerment Facility
<b>Research</b> LMG, Pistol, SG, HMG, GL, Mine modifications
[/QUOTE]
[QUOTE=LMG Mods]
[QUOTE=SMG]
<b>Sub Machine Gun</b>
<b>Research Cost</b> 15
<b>Research Time</b> 30 seconds
<b>Cost</b> 10 res
<b>RoF</b> 3x LMG
<b>Clip Size</b> 75
<b>Reserve</b> 300
<b>Damage</b> 5 per bullet
<b>Reload time</b> same as LMG (2 seconds?)
<b>Notes</b> High rate of fire with good size clip. Large firing spread makes it hard to hit accurately, especially at long ranges. Close in, it is an excelent weapon for disposing of small to medium threats. More capable than the LMG up close. Only able to do 1/3rd damage to Fade and Onos due to small sized rounds. Light weight
[/QUOTE]
[QUOTE=Magnetic Impulse Rifle]
<b>Magnetic Impulse Rifle</b>
<b>Research Cost</b> 25
<b>Research Time</b> 30 seconds
<b>Cost</b> 10
<b>RoF</b> 2 per second
<b>Clip Size</b> 20
<b>Reserve</b> 100
<b>Damage</b> 5 per bullet, double vs armor
<b>Reload time</b> 3 seconds
<b>Notes</b> A very powerful weapon, this rifle is nearly silent. Using magnetic fields to hyper accelerate depleted uranium rounds to supersonic speeds, this rifle is easily able to penetrate most forms of armor with ease, including the hardened carapace of the Kharaa. The drawback is the ammunition used in this weapon is rather large, preventing a large clipsize. It's armor peircing abilities also cause it to do relatively weak damage to unarmored targets as it passes clean thru the target.
[/QUOTE]
[/QUOTE]
[QUOTE=Shotgun Mods]
[QUOTE=Stoner]
<b>Stoner</b>
<b>Research Cost</b> 25
<b>Research Time</b> 30 seconds
<b>Cost</b> 15
<b>RoF</b> 1 every second
<b>Clip Size</b> 10
<b>Reserve</b> 40
<b>Damage</b> .5 per needle x 100 needles, 1/4 vs fade or onos (yes, 100... this IS source)
<b>Reload time</b> 12 seconds seconds (single round reload, plus chamber open / close)
<b>Notes</b> A very powerful variant of the standard shotgun, the Stoner fires, instead of a spread of pellets, a cloud of sharp needle like projectiles. They pierce and rend soft flesh with ease, however, against hardened targets, such as the fade or onos, the needles simply cannot pierce well. As a result, it does almost negligable damage.
[/QUOTE]
[QUOTE=SSJ]
<b>Jackhammer SSJ Semi Auto Shotgun, Mark 2</b>
<b>Research Cost</b> 40
<b>Research Time</b> 60 seconds
<b>Cost</b> 20
<b>RoF</b> 2 per second
<b>Cylinder</b> 20
<b>Reserve</b> 80
<b>Damage</b> 10 per pellet x 10 pellets, decreasing over range
<b>Reload time</b> 15 seconds
<b>Notes</b> During their years of fighting, the TSA realized that the standard Shotgun, though powerful, had a few serious drawbacks. Its rate of fire, while decent, was not sufficient when facing against more than 2 or 3 skulks. While searching for solutions, one researcher, who had a passion for ancient weapons, came across in his books an old era semi auto shotgun used by soldiers hundreds of years ago. Named the Jackhammer, it mated the power of a shotgun with the fire rate of an automatic rifle. As a result, the TSA decided to build upon the idea. The resulting gun was named the Jackhammer Mark 2. The result was impressive, though complex and rather heavy, but it easily shreaded any life form, with only a single drawback- it had a VERY long reload time.
[/QUOTE]
[/QUOTE]
[QUOTE=Pistol mods]
[QUOTE=Flak Pistol]
<b>Flak Pistol</b>
<b>Research Cost</b> 10
<b>Research Time</b> 15 seconds
<b>Cost</b> 5
<b>RoF</b> 1 per second
<b>Clip Size</b> 5
<b>Reserve</b> 40
<b>Damage</b> 5 per piece x 5 pieces of flak, degrading over distance
<b>Reload time</b> 4 seconds
<b>Notes</b> Another weapon born of need, the Flak Pistol was designed and produced to aid in the defense of those marines weilding the powerful Grenade Launcher. The Flak Pistol is very much just a miniature shotgun, with a shorter range and a smaller clip size. It is also unable to do full damage over longer ranges, rending it relatively useless against anything but close in targets.
[/QUOTE]
[QUOTE=Compression Pistol]
<b>Compression Pistol</b>
<b>Research Cost</b> 50
<b>Research Time</b> 90 seconds
<b>Cost</b> 15
<b>RoF</b> 2 a second
<b>Clip Size</b> 10
<b>Reserve</b> 40
<b>Damage</b> 40 per shot
<b>Reload time</b> 5 seconds
<b>Notes</b> The TSA realized soon that, despite advances in technology, projectile weapons simply were not effective at penetrating the hard carapace of Kharaa such as the Fade or, to a much bigger problem, the Onos. Previous experimentation with energy based weapons had yielded... disaterous... results. The TSA finally accepted that a small measure of danger was acceptable, but could not produce a weapon able to meet their criteria. Luckily for them, a private research team had met with more success. They had managed to develope a working prototype that, in testing, impressed the TSA High Command enough that it diverted it's full attention to repdroducing it. Complex, Lightweight, and heavy hitting, this baby can punk a hole thru even the headplate of an onos, making it well worth it's cost.
[/QUOTE]
[QUOTE=Revolver]
<b>.44 Magnum, Mk 7</b>
<b>Research Cost</b> 15
<b>Research Time</b> 30 seconds
<b>Cost</b> 5
<b>RoF</b> same as pistol
<b>Cylinder Size</b> 6
<b>Reserve</b> 24 (or 8 3x quickloaders when researched)
<b>Damage</b> 20 per shot
<b>Reload time</b> 7 seconds (or 4 seconds with quickloaders)
<b>Notes</b> Yet another technology born of past years, the .44 Magnum, Mk 7, is the seventh remake of the old Mk 6. It packs quite a punch, but it is hindered by a rather long reload time due to it's chamber and cylinder load nature. This weapon makes a nice sidearm for those armed with the Shotgun or a Heavy Machine Gun
[/QUOTE]
[/QUOTE]
[/QUOTE]
I appologize for how it is organized- it was better when the old quote system was in place.
Can someone give me the new code for quotes so I can fix? THanks!
Comments
i like your ideas on upgrading the pistol for GL carrying marines (except for the revolver), but the other ideas for shotguns etc didnt do much for me. i'm not sure if NS needs a railgun-like weapon...
maybe just have an option at the armory for different types of ammo for the shottie, a choice between standard pellets, or solid slugs for use against bigger aliens?
You can only make the armory into one of those options. This gives the marines a little more flexibility, yet limits them from simply having one adv armory and have the rest be basics that can give out that kind of ammo and health
Once NS2 is out with Lua scripting and the like, you can go lunatic with your own mods at your hearts pleasure. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Expect two or three of us to prefer Vanilla, though.
Nah, not 110 mate.
You can only make the armory into one of those options. This gives the marines a little more flexibility, yet limits them from simply having one adv armory and have the rest be basics that can give out that kind of ammo and health
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yeah this just makes it more retarded. a basic armory is useless, and a field armory is pretty much the same as the normal armory we're currently used to, but it now costs 20res after the upgrade. no one would bother with a medical armory. i love the idea of the supply armory being able to resupply you with hand grens, but it would be useless ingame because it cannot drop shotguns, mines and welders.
i think some of your upgrade ideas for improving weapons are good, but the tech tree to get them sucks. for example, i'm guessing that the Magnetic Impulse Rifle could only be dropped near an Experimental Armerment Facility, like jetpacks near prototype labs. therefore the tech tree to get this gun would be:
basic armory --> field armory --> advanced armory --> advanced weapons facility --> Experimental Weapons Research --> Experimental Armerment Facility --> Magnetic Impulse Rifle.
this would cost 75 res just for the the basic armory + the upgrades. then there's the cost of the experemental armament facility on top of that.... why not just spam shotties instead?
that's just my opinion though, and even then many of these ideas could still work just slightly different. ie a rof upgrade, silencer upgrade etc.