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| Non-Panzer Corp Weapon Concepts http://www.runestorm.com/forums/viewtopic.php?f=63&t=49296 |
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| Author: | Treadhead [ Fri Jan 04, 2008 9:01 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
These are other concepts I have from various companies. Again, beware of walls of text and full descriptions
CV5 High-Strength Comm. Unit Creator: Enravion Primary: Bring up order pallet Secondary: Order Tertiary: Clear order pallet Quaternary Function: Deploy on ground. Allows for better reception by attaching extra equipment too bulky to have mounted while the comm. unit is on your back, resulting in quicker deployment of supplies and reinforcements. Visual Notes: Not much I can think of here. Think of Jin-Roh’s backpack, but with several receptors, and when mounted on the ground, has several dishes added. Other Notes: Size of a heavy weapon, so in Ballistic Conflict, it cannot be used with any heavy weapons. Backpack is always visible. Can be shot, rendering it useless till repaired. Parts are simple and easily replaced, so you just need an ammo pickup or a trip to the weapon spawn to repair it, although you must take time to replace the damaged parts. You can order weapons, ammo (Weapon specific! No magic ammo boxes!), vehicles ( Between 1-5 minutes, depending on vehicle, and is unlocked by standard) and medical equipment, as well as another little toy I will describe later on. Everything except the last option can be ordered through an equipment pod, a crate or a drop pod, each larger than the former, and taking more time to send. Big weapons, such as the Minigun, can be ordered through any of the options, but through the small pod, it will only have the weapon: Ammo belts and backpacks can’t fit in the compact thing with the huge weapon! The exception is the G5, which comes with a single rocket inside, and the rack is detached and set against it. Reinforcements (Spawns in ballistic conflict) can be ordered through this in the drop pods. The other little option can only be ordered through the drop pod. Description: An Enravion special, the EV5 is a portable comm. unit able to reach into orbit and to lunar bodies, it is often used by squad leaders, battlesuits, and special operations teams, allowing the user to requisition weapons, reinforcements and supplies. It also allows the requisitioning of the “Praetorian†|
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| Author: | Treadhead [ Sun Jan 06, 2008 5:39 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Bump |
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| Author: | Sgt. Kelly [ Sun Jan 06, 2008 6:41 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
A couple of these seem very complex. These look more like sponsored weapons. |
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| Author: | Treadhead [ Sun Jan 06, 2008 7:31 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Hmm? Oh, yes. I do plan to sponsor for the mod ater BP4. These are ideas other than my Panzer Corp concepts. These will most likely come later, after the Panzer Corp guns are sponsored. The one that is most likely to be sponsored over any of the Panzer Corp guns is the energy field generator |
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| Author: | Bjossi [ Mon Jan 07, 2008 11:36 am ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
These ideas are way too complex for UT2's gameplay in my opinion. This is like suggesting a Deus Ex-like inventory system for Quake 3 Arena. But great ideas never the less. I think it would be best to put them on hold for Runestorm's future projects, which will be stand alone games. That way they have complete control, unlike now; being stuck with a lot of Epic code. |
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| Author: | Treadhead [ Mon Jan 07, 2008 12:53 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
I do agree, Bjossi, some of them are a bit too complex. Coding the CV5 and Praetorian would be nightmarish. The others are also seemingly complex thanks to the use of the second special key, but are doable. I plan to sponsor, out of these, only the shield generator, and my Panzer Corp concepts. Anyways, I really can't wait for a stand-alone Archon Universe game. However, I would suggest using one of the Unreal engines as a base, then modify the source code. I have no idea HOW you would do this, but I have a safe bet that would be the way to get a better engine. |
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| Author: | Bjossi [ Mon Jan 07, 2008 5:48 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Treadhead wrote: However, I would suggest using one of the Unreal engines as a base
Why? There are far better engines out there. Plus they need to buy a license from Epic to obtain the engine source, and only publishers and big developers can afford those. Anyway, I wasn't saying your ideas were complex to create (although that is true). What I meant is that they wouldn't fit at all into the fast paced gameplay of UT2, hence my Deus Ex/Quake 3 reference. |
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| Author: | Treadhead [ Mon Jan 07, 2008 5:57 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Hmm? Which ones? The bottom three would fit rather well. The CV5 and Praetorian are meant for invasion, and conflict. As for the Palisade, that would be, again, good for team games or Invasion. And yeah, the Unreal engine is somewhat... Well, crappy, and, while moddable, certain things are very difficult. Anyways. again, about them not fitting in, the bottom three would fit well. The MRT12? Great as a giant shotgun or slug-firing rifle with the right ammo. The PBR-Mk. 4 can function as a quick-firing carbine, or a marksmans' rifle depending on how fast you pull the trigger, and the mirrors inside. The AK-86 is a nice Spray-&-Pray, and, from a good position, like the bunkers on many maps, most notably yours, can saturate an area with grenades and gunfire. However, I can see that some of these would be difficult to implement. These are more complex than most of the Panzer Corp guns, which are already the first guns to use the Quaternary Key Anyways, thanks for the constructive critiscism. It is appreciated
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| Author: | Bjossi [ Mon Jan 07, 2008 6:15 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Now that I think about it, RS managed to implement more complex weapons into BP4 than we know from BW2.0/2.1. The only way to know for sure is to play and see. Now, when are you going to sponsor them? I'd love to give them a try.
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| Author: | Treadhead [ Mon Jan 07, 2008 6:27 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Well, these ones, other than the Palisade, are likely to be sponsored last. My Panzer Corp guns will come first, 1-2 at a time. PRice will have to be worked out of course, so numbers at a time and when could vary. However, I do know that I will sponsor soon after BP4. Why sponsor and delay the pack and at the same time increase the price from having it developed in the middle of an existing project? Check my other topics for different mechs/battlesuits, my Panzer Corp weapons in the sister topic to this one, and my vehicle concepts. Check them when you have time. Critiscism from Kaboodles is helping shape the final concept versions, although how they will turn out in-game will depend on balance, e.t.c. I'm glad that the members are liking the ideas. Xavious seemed excited at my Chainaxe. Then again, he's always like that when it comes to chainsaw-esque weapon concepts....
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| Author: | Bjossi [ Mon Jan 07, 2008 6:40 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Sounds good man, looking forward to see your ideas in action.
And yes, Xav is best known as a chainsaw fan. Just look at his avatar.
By the way, regarding the CV5; I'm not entirely sure how it functions. Do you order stuff with it and later the items will drop from the sky, or will they get teleported to a location very close to the deployed unit? |
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| Author: | Treadhead [ Mon Jan 07, 2008 6:48 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Well, it was easy to figure out with that, and the fact he has two chainsaw concepts for BW and a Chainsaw mod for UT on his desktop. It seems rather evident.... You know, what would your preffered weapon type be? Pesonally, I like big, huge explosions, high-damage shotguns, high-powered rifles, and occasionally, take out the Flamethrower and make stir-fried 'umies. Or aliens, robots, freakish creatures, and cyborgs. God I love this mod.... |
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| Author: | Bjossi [ Mon Jan 07, 2008 6:54 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
The more destruction power, the better. That is why I think the energy gun in BP4 looks a bit wimpy.
But anyway, I have another question, regarding the Praetorian. When I think of it in my mind, it seems like it is impossible to comprehend all these possibilities when there are enemies running around the entire map very quickly. What if the game pauses while you manage a bot, like upgrades and that kind? This was done in Bioshock with the hacking procedure, it spared a lot of frustration since the game has crazy enemy respawning. (just like UT2, heh) |
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| Author: | Treadhead [ Mon Jan 07, 2008 6:57 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Perhaps it could pause in instant action, but, in Multi, you will want to do it somewhere safe or do it fast to avoid termination There could also be ready- to- order variants, and the ability to save your own. Perhaps it could be done in options to make variants outside matches, safely?
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| Author: | Bjossi [ Mon Jan 07, 2008 7:14 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
It is different when human players are fighting, no AI knows as well as humans how to use all these fancy features BW offers. So the enemies are actually slowed down while upgrading just like you and your team. But bots will have limited ability to use these effectively, so they'll prefer running around with the standard weapons shooting at targets. Unless. . .DC pulls off magics with AI improvements. |
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| Author: | Treadhead [ Mon Jan 07, 2008 7:19 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
DC? A member of the team, right? Ah, I wish that we could get better AI... Unfortunately, I think the AI is pretty hard-coded. And I hate that health-boost crap they get! they don't get smarter, faster to react or more accurate, no, let's just give them a cripeload more health. Really bugs me when a freshly-spawned bot doesn't die from a near-direct hit with the G5, or from a full-charge Railgun shot. Still, most of the time it's not a problem. By thw way, I play on average. I have good accuracy, and unless I'm moving or shooting rapidly, then usually almost all the shots hit. And yet he is still standing there, and whips out a cheap little lightning gun.... |
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| Author: | Captain Xavious [ Mon Jan 07, 2008 7:29 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
I play o godlike, sometimes 6 on in conflict, and I usually win 50% of the time.
Never noticed the health increases though, I typically aim for the upper body, leaving a lot of my shots in the head. I love playing with team mates... if they're humans that actually understand team work (surprisingly rare from my experience). Other wise it just feels like everyone is playing a free for all with a few that won't (typically) shoot you. Playing with bot team mates and disorganized human players feels exactly the same to me... Er, to be on topic, I say the more complex the weapons, the better! To an extent that is. As for bots having quick access to the features, I'm sure it'd be simple to make the bots have pause when doing certain things, and that pause would be lessened at higher levels, just as an experienced player would have little trouble using his favourite gun's every little feature. Need to read up more thoroughly on the weapons still though. |
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| Author: | Bjossi [ Mon Jan 07, 2008 7:37 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
I was actually talking about the game pausing when accessing certain features that requires quite a bit of planning like managing upgrades. This isn't necessary for those experienced with the weapons, but it wouldn't hurt having it as an option in IA while we are learning. |
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| Author: | Captain Xavious [ Mon Jan 07, 2008 8:00 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Oh, for uppgrades. Didn't see that part. Yeah, that makes sense to me, though an upgrade system only for a few guns? |
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| Author: | Kaboodles [ Mon Jan 07, 2008 8:11 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Treadhead wrote: DC? A member of the team, right? Ah, I wish that we could get better AI... Unfortunately, I think the AI is pretty hard-coded. And I hate that health-boost crap they get! they don't get smarter, faster to react or more accurate, no, let's just give them a cripeload more health. Really bugs me when a freshly-spawned bot doesn't die from a near-direct hit with the G5, or from a full-charge Railgun shot. Still, most of the time it's not a problem. By thw way, I play on average. I have good accuracy, and unless I'm moving or shooting rapidly, then usually almost all the shots hit. And yet he is still standing there, and whips out a cheap little lightning gun....
What? That is definitely not the case in stock UT. Bot skill levels for reference. It is inconceivable that the devs would simply boost health for bots in BW. You must have been hitting their legs or arms or something. |
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| Author: | Treadhead [ Mon Jan 07, 2008 8:38 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Hmm. Remembered reading that on thi s forum. Typically, I aim for the chest. Must just be my horrid luck... |
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| Author: | Bjossi [ Mon Jan 07, 2008 8:53 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Captain Xavious wrote: Oh, for uppgrades. Didn't see that part. Yeah, that makes sense to me, though an upgrade system only for a few guns?
Well, he brought up the idea of manageable four-legged bots. Of course upgrades could be created for more guns tho, it'd be lots of fun. |
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| Author: | Treadhead [ Mon Jan 07, 2008 10:33 pm ] |
| Post subject: | Non-Panzer Corp Weapon Concepts |
Hmm, yes... Currently, I am just planning to sponsor the Panzer Corp guns, in my other topic, before going onto more complex (And expensive) things. Xavious, I meant just for the Praetorian bots. Different parts, not upgrades for these guns. Although I have though about that. |
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