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| Nuclear RPG repost http://www.runestorm.com/forums/viewtopic.php?f=63&t=37241 |
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| Author: | Herr General [ Wed Jun 06, 2007 9:32 pm ] |
| Post subject: | Nuclear RPG repost |
I am reposting my nuclear RPG idea due to the fact that the old thread was locked. It got WAAAAY off topic... Here is the link to the original thread: http://www.runestorm.za.net/pl/forum/fo ... hp?32780.0 My original idea: I was thinking about having an RPG that has the V1.7 secondary (mortar that looks like a cruise missile strike) but creates a nuclear explosion at the area, with a mushroom cloud, maybe radiation, a flash like the one from the AM49 with a longer range, an EMP that disables all electrical devices for a couple seconds (and AR camera permanently), and a huge blast wave the same as the RPG blast wave but ten times larger. You could also have dust around the explosion that lasts a long time. In my opinion, sounds great! DO NOT GO OFF TOPIC |
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| Author: | Captain Xavious [ Thu Jun 07, 2007 10:19 am ] |
| Post subject: | Nuclear RPG repost |
This could be fun. EMP could prove nasty, game play wise and code wise, but would be cool. |
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| Author: | SX [ Thu Jun 07, 2007 1:23 pm ] |
| Post subject: | Nuclear RPG repost |
Hmm.. i don't remember a nuke that has EMP... Nice idea BTW |
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| Author: | Yokelassence [ Thu Jun 07, 2007 8:14 pm ] |
| Post subject: | Nuclear RPG repost |
Nukes usualy do release an EMP field, naturally. This could make a great Ballistic superweapon. And I like big booms. Me approves So does it only fire when you look through the scope and define a target? I emagine that would be a great way to balance it, seeing as how you could not play tag with it. If this is so be sure to make it lock onto vehicles and game objectives with a big target reticle and a "TARGET LOCKED" message. When you fire the screen turns to a laughing skull and crossbones "Moohahahaha!" Also make it invicible so noone can spoil your fun as it rises into the air and comes straight down. If you dont wanna get nuked...run This of course will be highly enjoyable if the nuke is locked into them. |
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| Author: | Bjossi [ Thu Jun 07, 2007 8:18 pm ] |
| Post subject: | Nuclear RPG repost |
This idea is fantastic as I have probably said before, but how would it look like in a map other than ones with huge landscapes? It'd be weird to see a corridor partially full of nuclear explosion. I think Yoke named up a possible solution for that, you have to look through the scope and pick a target point, but it only works in rooms of certain size in UE-units. |
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| Author: | Yokelassence [ Thu Jun 07, 2007 8:44 pm ] |
| Post subject: | Nuclear RPG repost |
Either that or it hits the roof. Unless the missile is smart enough to avoid blockades. I have seen the G5 rockets maneuver around objects to hit a distant target, very impressive. This could do the same. |
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| Author: | datsylel [ Sun Jun 10, 2007 12:07 pm ] |
| Post subject: | Nuclear RPG repost |
Maybe an actual shockwave could be made by RS. One that travels around corners and travels further through narrower spaces. One that isn't a sphere of fixed size, but a preset spherical volume that needs to be filled. For coders: it could just expand normally, but any geometry within the sphere isn't counted as volume, therefore the blast wil go around corners and through corridors, untill it has reached the preset volume. Dunno if this can be coded in UE2.5, though... |
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| Author: | Mr.UglyPants [ Sun Jun 10, 2007 12:12 pm ] |
| Post subject: | Nuclear RPG repost |
How big would this nuke explosion be? Would it be huge or a little smaller than the redeemer? |
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| Author: | Bjossi [ Sun Jun 10, 2007 12:27 pm ] |
| Post subject: | Nuclear RPG repost |
I hope it is supposed to be bigger, the redeemer explosion was nothing spectacular when it comes to size. |
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| Author: | Mr.UglyPants [ Sun Jun 10, 2007 1:01 pm ] |
| Post subject: | Nuclear RPG repost |
Yeah, but i was just using it as a scale reference. |
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| Author: | Yokelassence [ Sun Jun 10, 2007 5:26 pm ] |
| Post subject: | Nuclear RPG repost |
The entire map should shake, shockwave should be felt through the entire map. But damage should only be felt within a radius just slightly larger than the redeemer explosion. Explosion should rise high into the sky but not that far out horizontally. Start with a big blinding orb of fire that grows outward then at a certain point turns into firey clouds that start rising into a mushroom. Alot of dust should come out from the perimeter of the explosion and keep traveling along the ground. Shockwave appears as a pale ring that stretches out to the ends of the map from the moment of impact Well thats the UT3 version anyway. For UT2 I think we are a bit limeted on big booms apart from making a bigger redeemer explosion. |
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| Author: | Mr.UglyPants [ Sun Jun 10, 2007 5:47 pm ] |
| Post subject: | Nuclear RPG repost |
the UT3 version sounds amazing. |
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| Author: | datsylel [ Mon Jun 11, 2007 1:33 am ] |
| Post subject: | Nuclear RPG repost |
Just look at the Unreal4Ever dollbomb. Loking good since UT99. ^^ Btw, maybe this could be a Skrith weapon. A dimensional rift mortar of sorts. my inspiration |
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| Author: | Bjossi [ Mon Jun 11, 2007 9:59 am ] |
| Post subject: | Nuclear RPG repost |
Yokelassence wrote: Well thats the UT3 version anyway. For UT2 I think we are a bit limeted on big booms apart from making a bigger redeemer explosion.
Looking at the fire effect of the flamethrower, I think they could make a HQ big boom |
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| Author: | Mr.UglyPants [ Mon Jun 11, 2007 10:21 am ] |
| Post subject: | Nuclear RPG repost |
datsylel wrote: Just look at the Unreal4Ever dollbomb. Loking good since UT99. ^^
Btw, maybe this could be a Skrith weapon. A dimensional rift mortar of sorts. my inspiration What the hell is that thing tossing? Well i think a nuke should be Terran. |
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| Author: | Bjossi [ Mon Jun 11, 2007 10:22 am ] |
| Post subject: | Nuclear RPG repost |
Agreed, a nuke is not skrithy. |
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| Author: | Yokelassence [ Mon Jun 11, 2007 5:17 pm ] |
| Post subject: | Nuclear RPG repost |
Skrith have their heavy plasma weapons and deathrays, but nukes belong to Terrans alone! Many other games, including Starcraft will agree with me. |
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| Author: | sgnl05 [ Tue Jun 12, 2007 12:00 am ] |
| Post subject: | Nuclear RPG repost |
you said that you wanted it to work using the G5 locking feature that shoots the rocket into the air like a cruise missile. In that case, what about getting rid of the RPG completely and just making the weapon a target painter sort of thing for a rocket that flies in from off the map? It'd be more realistic in a way. |
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| Author: | Yokelassence [ Tue Jun 12, 2007 5:57 pm ] |
| Post subject: | Nuclear RPG repost |
I think the whole point of this is being able to launch a small scale nuke yourself. Not by a remote control. And theres is nothing unrealistic about firing a small scale nuke from a specialised G5 |
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| Author: | Herr General [ Thu Jun 14, 2007 9:32 pm ] |
| Post subject: | Nuclear RPG repost |
The target painter idea is cool. However, I think that the radius should be much bigger than the deemer. The deemer is pathetic in size and visual effects. |
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| Author: | sgnl05 [ Thu Jun 14, 2007 10:38 pm ] |
| Post subject: | Nuclear RPG repost |
I suggested the target painter idea because I thought it might be a bit more balanced too. If you're firing the nuke yourself then your enemies have almost no chance of getting out of the way, with a target painter there would be quite a large delay between you "firing" the weapon and the nuke blowing half the map up, which would allow people time to get away. Considering that most people want the nuke's explosion to be beyond massive, I don't think this is exactly a bad thing. Also, I sort of like the idea of painting a target and watching a huge missile fly in over the map before detonating above the spot you targeted
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| Author: | Herr General [ Thu Jun 14, 2007 11:33 pm ] |
| Post subject: | Nuclear RPG repost |
I do too...I want that weapon for my upcoming map that I'm working on. |
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| Author: | Herr General [ Wed Aug 08, 2007 11:12 am ] |
| Post subject: | Nuclear RPG repost |
I thought of something else...the nuclear Recoilless Rifle. The primary fire fires a regular recoilless rifle shell,(tank shell maybe?) and secondary deploys the rifle. Then special fire fires a nuclear missile from the rifle. Special fire only works when deployed, and being deployed gives you much greater accuracy. You also move slow while carrying it. |
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| Author: | Echo 419 [ Thu Aug 09, 2007 12:14 pm ] |
| Post subject: | Nuclear RPG repost |
Then if someone shoots the spot where the nuclear weapon is concealed it can go off prematurely. |
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| Author: | Herr General [ Thu Aug 09, 2007 3:10 pm ] |
| Post subject: | Nuclear RPG repost |
Good idea, but make it a very small spot to hit, so you can't hit it by accident or anything. nvm, better idea. Have a backpack full of shells and there's a 40 percent chance it will set off the nuke, otherwise it just sets off the rifle shells. |
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| Author: | Echo 419 [ Thu Aug 09, 2007 5:23 pm ] |
| Post subject: | Nuclear RPG repost |
sounds good |
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| Author: | Raven [ Mon Sep 17, 2007 10:54 am ] |
| Post subject: | Nuclear RPG repost |
This has my vote. But only as super weapon or with very limited ammo.
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| Author: | Kaboodles [ Mon Sep 17, 2007 12:09 pm ] |
| Post subject: | Nuclear RPG repost |
A nuclear missile launcher would be too easy. What I want to see is a nuclear device without any propulsion system. Meaning that you have to physically lug around a tactical nuke, plant it, arm it, and run like hell. Maybe some alternate means of detonation. |
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