A bit more creative weapon ideas.

Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
edited December 2008 in Ideas and Suggestions
I've an idea in another topic. Two, actually:
Holograms / Netgun (both to marines)
Ok, here it go:



Hologram it's a kind of 5 slot gun (like mines and granades) that must be researched and then send by commander. Like he/she would do with a mine/welder. So, let's say, you want to explore a dangerous place. Then someone from squad uses hologram. It generates a "ghost player", clone of who used (same weapon, addons, armor type, etc.). So a jetpacker hologram would be more agile than a heavy armor hologram. 1 seconds after deploying, hologram gets opaque.
You control the hologram as yourself. You can walk, jump, crouch, switch weapon... And you see from holograms point of view (so if you're playing alone with the hologram, a skulk could bite you). Hologram has, let's say, 12 seconds of lifespan (to someone protected in base just don't get a hologram and investigate each hive spot).Since it's opaque, aliens may confund it with a truth marine and attack (what won't do anything). If marine press fire, the hologram is shut down before the 12 seconds time. Ah, and a hologram can show alien locations in map, but not structures (because of <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> ). It has usefull teamworking aplications (in combat mode would be pratically useless).



Netgun can't be a primary weapon so will be a weapon add-on or a 5 slot gun.
It has one use charge (perhaps more?), so once used, your commander must buy another one. When you use it, you lauches a net that works similar to a <a href="http://en.wikipedia.org/wiki/Web_gun" target="_blank">true-life netgun</a>. If it hits a wall/floor/ceiling, it will simple attach to it and work like an armed trap. It's smart so doesn't hurt same team marines (MvM) who touches it. If you shot in some place like a small door, a corner or a vent entrance, it will block it (if a marine neeeds to pass by there, it will need use a welder).
But if hits an alien... It will entangle it (incase of it was placed as trap, on alien-walk the web jumps and entangle it), and the net will become actived, a.k.a. eletrified. While eletrified (15 seconds effect) it would cause 2 direct health damage per second (so 6 marines could cause 180 damage on a onus shoting at same time). While eletrified, marines and commander would be able to see them on map (and cloak would be useless to them).
While trapped, eletrified or not, aliens would have diferent effects (not cumulative):
Skulks would lose some walk speed, be incapable to scale walls and shorter leap range.
Gorge would move as usual, since it's very robust.
Lerks would be unable to fly.
Fade would great lose walking speed (they blink, not great problem) and slower swipe rate of fire.
Onos... nothing...
Marines too, incase of MvM:
Light armor would lose movement/jump speed.
Jetpacker would lose walking speed and jet pack propulsion would be interminent.
Heavy armor would be unable to jump/crouch. But no movement speed lose.
To get free, aliens would need:
1. Of a gorge using healing spray/bile bomb twice on them.
2. Touching dynamic infestation.
3. Using first slot weapon 10 times (incase of skulks, lerks and fades).
And humans, a welder friend.

Armed traps can be disabled with explosives or a welder (through welding down an enemy trap would require caution). Aliens would require 2 bilebombs, 2 acid rockets (3rd hive ability, there humans usually lost) or umbra (6 seconds of continuous umbra) to give false positive and disarm the trap. Or just a corageous Onos with a gorge making companion to disarm each trap.

Comments

  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Well, boo to netgun, but the Hologram thingy is original, and needs more than just my opinion. It's nice, but still think of practical uses.
  • La ChupacabraLa Chupacabra Join Date: 2008-02-25 Member: 63729Members
    edited December 2008
    yay for hologram! Although the idea that you can see through the hologram's eyes is a bit strange... since there is no camera on the hologram, is there? Also, what would be the source of the hologram?

    Maybe make the hologram appear like 5-10 meters in-front (adjustable distance maybe?) the player who is casting it, playing the running/standing animation, shooting, or whatever the player is doing atm, it wouldn't be as good for scouting but would lure any aliens hiding around the corner and give the marine a clear shot at the alien attacking the hologram.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    hmm, ever play halo2? The Holo balls the heretic uses the anti grav, i think we could simply add counter-weight shifting to the ball forcing it to move in the direction you want.
  • Konohas Perverted HermitKonohas Perverted Hermit Join Date: 2008-09-26 Member: 65075Members
    Only thing Marine's need weapon wise is different versions of Tampons (Hard Grenades). Fragmentation and High Explosive. Should be added.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695401:date=Dec 6 2008, 09:35 PM:name=Konohas Perverted Hermit)--><div class='quotetop'>QUOTE(Konohas Perverted Hermit @ Dec 6 2008, 09:35 PM) <a href="index.php?act=findpost&pid=1695401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Only thing Marine's need weapon wise is different versions of Tampons (Hard Grenades). Fragmentation and High Explosive. Should be added.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What would be the functional difference between fragmentation and high explosive?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I don't like the idea of giving every marine web. it works on the gorge because the gorge isn't a fighting lifeform.

    As for hologram, it's a neat idea, but why not use a scanner sweep or a weldbot?
  • Konohas Perverted HermitKonohas Perverted Hermit Join Date: 2008-09-26 Member: 65075Members
    <!--quoteo(post=1695412:date=Dec 6 2008, 06:07 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Dec 6 2008, 06:07 PM) <a href="index.php?act=findpost&pid=1695412"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What would be the functional difference between fragmentation and high explosive?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The same as it is in the real world? High Explosive for the concussive explosion to do a large amount of damage in a relatively small area or field of damage, and Fragmentation to "pepper" your target also the surrounding area with shrapnel doing massive area effect damage in a relatively large area or field of damage.

    Both could be functional as in HE (High Explosive) for vent systems and Frag (Fragmentation) for open areas/rooms/Hive areas.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    <!--quoteo(post=1695275:date=Dec 5 2008, 09:45 PM:name=La Chupacabra)--><div class='quotetop'>QUOTE(La Chupacabra @ Dec 5 2008, 09:45 PM) <a href="index.php?act=findpost&pid=1695275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yay for hologram! Although the idea that you can see through the hologram's eyes is a bit strange... since there is no camera on the hologram, is there? Also, what would be the source of the hologram?

    Maybe make the hologram appear like 5-10 meters in-front (adjustable distance maybe?) the player who is casting it, playing the running/standing animation, shooting, or whatever the player is doing atm, it wouldn't be as good for scouting but would lure any aliens hiding around the corner and give the marine a clear shot at the alien attacking the hologram.<!--QuoteEnd--></div><!--QuoteEEnd-->


    It's the nanites. <span style='color:#000000;background:#000000'>explains anything lol</span>



    If the holograms works better this way you are suggesting, instead, the player sets a waypoint in minimap and sends the hologram to walk that way.

    <!--quoteo(post=1695439:date=Dec 7 2008, 02:57 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Dec 7 2008, 02:57 AM) <a href="index.php?act=findpost&pid=1695439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the idea of giving every marine web. it works on the gorge because the gorge isn't a fighting lifeform.

    As for hologram, it's a neat idea, but why not use a scanner sweep or a weldbot?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't want to mean everyone starts with one, this would make skulks useless. But you would have to research "advanced devices research" or build an advanced armoury to buy it like mines or welders.

    And I think holograms would be viable because they should be cheaper than scanner sweep (through limited to where the squad is) and can be used as baits. And weldbots haven't low hp?
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695442:date=Dec 7 2008, 05:16 AM:name=Konohas Perverted Hermit)--><div class='quotetop'>QUOTE(Konohas Perverted Hermit @ Dec 7 2008, 05:16 AM) <a href="index.php?act=findpost&pid=1695442"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The same as it is in the real world? High Explosive for the concussive explosion to do a large amount of damage in a relatively small area or field of damage, and Fragmentation to "pepper" your target also the surrounding area with shrapnel doing massive area effect damage in a relatively large area or field of damage.

    Both could be functional as in HE (High Explosive) for vent systems and Frag (Fragmentation) for open areas/rooms/Hive areas.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sounds like a very solid idea.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited December 2008
    explosives are always solid. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Yep <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> True, marines should have alot more different style of nades, as said by hermit, HE for vent, FRAG for roomy, and simple Explosive as a starter. after you research Advanced Armory, you can get Advanced Hand Grenades (original isn't it?)and the 2 Explosive Grenades get replaced with 1(2?) FRAG and 1(2?) HE.

    But other types could be thought of....brainstorming is a nice thing....any1 care to try?
  • Konohas Perverted HermitKonohas Perverted Hermit Join Date: 2008-09-26 Member: 65075Members
    Proximity Grenades <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    <a href="http://www.unknownworlds.com/ns/forums/index.php?showtopic=105254" target="_blank">See Infestation</a>
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    How about self propelled smart hand grenades? They would correct their course towards any hostile biologicals and give a marine a much better chance of hitting the target.
  • Konohas Perverted HermitKonohas Perverted Hermit Join Date: 2008-09-26 Member: 65075Members
    Maybe not self guiding but rocket like Grenades sound kinda neat. A smaller technology of the Jet Pack junk in the bottom of the grenade.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695913:date=Dec 11 2008, 07:55 PM:name=Konohas Perverted Hermit)--><div class='quotetop'>QUOTE(Konohas Perverted Hermit @ Dec 11 2008, 07:55 PM) <a href="index.php?act=findpost&pid=1695913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe not self guiding but rocket like Grenades sound kinda neat.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It isn't truly self-guiding, it is merely course correcting. Most of the guidance has to be done by the player before the grenade leaves his hand. I still think that it's a great idea.
  • Konohas Perverted HermitKonohas Perverted Hermit Join Date: 2008-09-26 Member: 65075Members
    Then you'd have to lock onto one life form or structure rather than allow it to change targets half way through. Possible minimum safe distance?
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Proxy nades=mines, just thrown

    When making some ideas, give ideas of implementation, where they researched?
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    Hey, more fresh ideas, direct from the oven:


    HE Granades (based on your idea).
    It's a commander "skill/magic/abilitie". Commanders can activate it in any armory after researching granades, and while activated, instead of default granades, everyone comes with HEs. Every marine spam will cost 5-10 res if this abilitie is enabled.


    Nanite Granades are researched at armory and must be bought by commanders. Where a marine uses it spams a light blue uniform fog that slowly fixes structures and marine armor in range, like reversed spore (no cumulative). A single one maybe costs 10-15 res.


    Dart gun Add-On, I dunno where addons are build and what price should be this one, but... Basically it's a para to marines. Only comander sees <u>where</u> the alien is (but can't say what alien is), and must be an active observatory in map. Structures can't be simply tagged to be detected by sieges. Aliens/structures must keep in DI for 1 minute to unparasite themselves or must be sprayed once by gorges. Hives are immune.
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    edited December 2008
    Bouncy nades
    researched: where ever
    I think only HEs get this upgrade
    When it thrown it has extra speed and Might not have a timer in-just keeps rolling till it hits something.
    good for reaching deep into vents and around corners
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Never ending nades?

    I really, REALLY liked that Nanite Grenade idea, very original, very nice. I can see how welding would be a better direct healing, but this could be good for hive assaults, or defence.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    But please add a secondary fire mode via Mouse2 otherwise all those cool weapon Ideas feel kind of lame ... 2nd fire mode is a must in my opinion.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Yes, he has a point, NS2 weapons all should have a secondary fire, whether comming with it, or upgraded by a permutation.
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