Flamethrower Now A Possibility

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Comments

  • CrystalSnakeCrystalSnake Join Date: 2002-01-27 Member: 110Members
    <!--QuoteBegin--Gargamel+Sep 26 2003, 03:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gargamel @ Sep 26 2003, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And add a fireeqstinguish0r in case you burn your mate, so you can save his life!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's an excellent idea! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Theres some nice ideas floating around here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    1. A set suit/armour, so we dont get HAs and JPs with the FT...
    2. Ammo expensive/only available at armory/only available at new upgrade building
    3. When the 'rine dies, BOOM.
    4. Maybe make them have to walk remarkably slowly? Like a HA at least...you gotta lug around some fuel tanks or whatever.
    5. Maybe (ranting and raving random ideas now) make it do a low amount of damage per second or whatever it is. Then, have the target burn for say 10 seconds after he/she/it (you never know with Kharaa) leaves the inferno. Damage occurs secondly, unless a friendly Marine extinguishes your flames, or you go for a dip in the pool.
    6. Flame effect - like on TFC when ur running around on fire. But make it so it looks good. Hah.
    7. Shrieking - I LOVE that idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> what self respecting Kharaa would not make a loud violent shrieking noise when on fire?
    8. Very good vs structures...they just go WHOOOMPH! And we sit back and watch them burn.
    9. Fire spreading....try not to touch any of your Kharaa buddies/buildings, or they suffer some damage.

    Anyways these are what I see as the best points y'all have made, compiled into a nice list. Anyone see the problem? Its getting a bit over complicated isnt it? Mebbe. I dunno. I've had my rant now...

    *cough* FLAYRA *cough*

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--><span style='color:red'><<<</span><span style='color:orange'><<<<))</span><span style='color:yellow'>))))))) </span> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> hahah! Look at em run!!
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I think the FT should work like this vs different kharaa and structures.

    FT vs Small Kharaa (Gorges, Skulks, Lerks) 10% of life per second with no igniting of the target. They have low life already, hit them for a few seconds and they will die, no need to have them keep burning afterwards.

    FT vs Large Kharaa (Fades, Onos) 10% of life persecond with an igniting effect from the fire contact that last 2 seconds. They are large and have armor, you burn them and they should catch on fire and burn for another 2 seocnds. Gorge Heal spray can put out fire.

    FT vs structures (OC, DC, SC, RT, HIVE) 2% of life persecond with igniting effect lasting 8 seconds. Meaning each blast will take off 16% life as it continues to burn. You could pop arond the corner, WOOOOOTHF *crackle, crackle* and then hide again as its burned. DCs would heal the burning structure so it would counter act the slow burn. Gorge Heal spray can put out fire. Because they will continue to burn you don't need to hit it long for it to fry, and you don't want it being too strong. 2% of a hives life is 220 so that works out to being as strong as GL spam.
  • PoofatPoofat Join Date: 2003-06-17 Member: 17434Members
    <!--QuoteBegin--Majin+Sep 26 2003, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Sep 26 2003, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->FT vs Small Kharaa (Gorges, Skulks, Lerks) 10% of life per second with no igniting of the target. They have low life already, hit them for a few seconds and they will die, no need to have them keep burning afterwards.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So yeah, you realize that it will take 10 seconds to kill them then, yes? (more technically, if you use 10% of current life)

    so, I'm bored:
    y(t) = amount of life target has at time t, in seconds.
    y'(t) ~= y(t)
    y' = ky
    dy/y = k(dt)
    ln(abs(y))=kt + c
    y = e^(kt + c)
    y= e^(kt)*C => C is the inital health
    (9/10)C = e^(k*1)*C => creature is reduced by 1/10 of their health in one second.
    (9/10) = e^(k*1)
    ln(9/10) = k
    k will be a negative number, as we hoped. Approximatley equal to -2.303
    y(t)=e^(-2.303*t)*C
    Which brings us to an interesting problem, that is, that the creature will only reach zero life at time t=infinity
    Obviously this is wrong, because there is a limit to the amount of precision in the half-life engine.
    However, I would argue, that killing a skulk in 10 seconds is too long, and killing an onos in 10 seconds is too short for only one marine.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    skulks move so fast I'm sure they'd either fan the flames into an inferno or blow them out as they streak away shrieking so the high dmg/no ignition thing for skulks would make sense at least ^^

    thing with gorges is that fat tends to burn not only well but to high temperatures (it's body fat that makes the body burn so hot it leaves little behind when cremating or spoteneously combusting =3 ) so I can imagine it being lethal to the poor little things unless we're holding onto the bacteria monster idea in which case we could just say the vast bulk is moss or something weird like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin--Geminosity+Sep 26 2003, 03:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Sep 26 2003, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> skulks move so fast I'm sure they'd either fan the flames into an inferno or blow them out as they streak away shrieking so the high dmg/no ignition thing for skulks would make sense at least ^^

    thing with gorges is that fat tends to burn not only well but to high temperatures (it's body fat that makes the body burn so hot it leaves little behind when cremating or spoteneously combusting =3 ) so I can imagine it being lethal to the poor little things unless we're holding onto the bacteria monster idea in which case we could just say the vast bulk is moss or something weird like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    didnt they say that NS is meant to be terribly realistic? <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Poofat+Sep 26 2003, 04:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Poofat @ Sep 26 2003, 04:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Majin+Sep 26 2003, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Sep 26 2003, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->FT vs Small Kharaa (Gorges, Skulks, Lerks) 10% of life per second with no igniting of the target. They have low life already, hit them for a few seconds and they will die, no need to have them keep burning afterwards.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So yeah, you realize that it will take 10 seconds to kill them then, yes? (more technically, if you use 10% of current life)

    so, I'm bored:
    y(t) = amount of life target has at time t, in seconds.
    y'(t) ~= y(t)
    y' = ky
    dy/y = k(dt)
    ln(abs(y))=kt + c
    y = e^(kt + c)
    y= e^(kt)*C => C is the inital health
    (9/10)C = e^(k*1)*C => creature is reduced by 1/10 of their health in one second.
    (9/10) = e^(k*1)
    ln(9/10) = k
    k will be a negative number, as we hoped. Approximatley equal to -2.303
    y(t)=e^(-2.303*t)*C
    Which brings us to an interesting problem, that is, that the creature will only reach zero life at time t=infinity
    Obviously this is wrong, because there is a limit to the amount of precision in the half-life engine.
    However, I would argue, that killing a skulk in 10 seconds is too long, and killing an onos in 10 seconds is too short for only one marine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Okay, then make bigger aliens burn at 5% a second, however, keep burning after being ignited for 5 seconds.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->didnt they say that NS is meant to be terribly realistic?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I dunno, did they say I was supposed to be utterly serious in all my posts too? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • 2ed_2ebel2ed_2ebel Join Date: 2003-06-25 Member: 17697Members
    Okay i know Kharaa are bacterial. But using "flamethrowers" to kill the bacteria wouldnt work out right. The whole of the maps (ships/outposts/mines/ect.) is buildable by the Kharaa and Marines. Thats because BOTH Nanobots and the Bacterium coat it in its entirety. The Marines would probably do something in erradicating an alien threat as follows:

    1) Send in troops to engage the Bacterium-Spawn and kill the "Hives" (eg what we are doing when you play NS)
    2) Either spray some sort of antibateriUM enzyme over the ENTIRE facility or set up something esle that doesnt indiscriminatley destroy EVERYTHING.

    You know what happens to COMPUTERS when put to flame? That argument is totally dumb. Im sorry its true. They wouldnt use Flamethrowers for anitbacterial weaponry. They'd do that AFTER the hvies are done and what we play when we play NS is over. We're looking at weapons to kill these animals we call Kharaa. Im just saying Flamethrowers are tactically unsound as we want to have the facilities MOSTLY intact.

    Sure the nanobots could probably recreat everything you'd destroy using a Flamer that was originally there, but I bet it would be expensive. We know there has to be currency in the NS universe, otherwise the resource nodes would probably be replaced with something else to make gameplay fun/fair/interesting like it mostly i now.

    All im saying is that that the marines dont need a Flamethrower, or ANY other gun to take their 1st slot. The guns are fine. Id worry about that 4th slot, which is why i say Grenades cause its one of the only things that makes since. You got your Primary Rifle (GrenadeLauncher-which has diffrent nades than hand grenades-/Heavy Machin Gun-which means no need for a minigun cause this one is already 2 or 3 barrels anyways-/Shotguns/Light Machine Guns), Secondary Firearm (Welder-never understood really why that replaced your pistol-/Pistol), and Melee Weapon (Knife). We got Jump Packs and Heavy Armor.

    There really isnt that much MORE marines even need. Maybe Gas Masks would be cool but thats not a weapon, that would be an upgrade so that JPs dont just DIE and waste you 20 Res. Rather give a Noobie a 30-40 Res HA, HMG/Shotgun, Welder knowing that 1 lerk wouldnt pwn him.

    So dont ADD to the Arsenals of either team, tweak them to perfection. I beg you [whimper] cause they are so out of place, pretty, fun, but just out of place.

    -Red
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    If flamethrowers are ever added, I don't think they should beable to be used with HA or JPs... or at least not JPs. I don't think you can fly/jump very far with a big tank of gas on your back <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    edited September 2003
    ever seen what happens to metal structures when you wash them with flames?
    not much... that's why your arguement sounds weird; almost the whole ship is made of metal o.O
    trust me, a few seconds blast of flame on your computer case might cause some damage but it's nothing compared to what it'll look like after an HMGs been unloaded in it's general direction; lets not also mention you talk about them trying to not do too much damage in the same post as asking for handgrenades =P

    yeah yeah, afterwards they'd probably just use a bit bottle of detox but during battle the flamethrower would be an excelent way of clearing rooms out (no skulk will just sit there and get set alight) and vent cleansing. It'd also work against clustered enemies quite well and would be half-decent area denial that doesn't have the delay or reload times of a grenade launcher <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    learn to love the flamer and it'll warm your heart (along with your other organs, clothes and skin) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    <b>edit:</b> gah... unknown slipped that post in while I was typing, no fair lol ^^
  • 2ed_2ebel2ed_2ebel Join Date: 2003-06-25 Member: 17697Members
    Flames might not do much to the comp cases' but it would damage the computer. Honestly, when you heat metal it stays warm for a bit right? Well if the comp's case is Metal its gonna COOK those computers damaging them beyond repair.

    And yea Flamethrowers *could* be used with HA/JP if you took the Warhammer 40,000 or Aliens aproach with a small tank to make it more like a Rifle than a World War I/II flamer. In the future, im sure they'd find some other material or way to condense the fuel for the flamers. Just hope that ifyou catch yourself on fire (which would happen with FF off just like you can die via Nade) that you explode. The Fuel DOES ignite into open Flame when its shot so that should happen if it overheats.

    GAH! WHAT AM I SAYING! FLAMERS=BAD FOR NS....but yet...i oh so much want to see that happen to some nub marine.....but if they dont have it do that IF they do put it in against my will and what i belive is common sense or something like that, then they are just pyros who dont care about some-what realistc physics and effects in this Sci-Fi game.

    Curse my igenuity and your mother.

    -Red
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