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| New Weapon - K5 R.A.D. Cannon http://www.runestorm.com/forums/viewtopic.php?f=63&t=49916 |
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| Author: | BloodStone [ Sat Jan 12, 2008 12:16 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Nifty little idea from a new guy on the forum
Name: K5 Radiological Atomic Disruption (R.A.D.) Cannon Manufacturer: Nexron Defense Description: Nexron Defense, pioneers of new and advanced weaponry, notably the HVC-Mk9 Lightning Gun, have created yet another powerful, though inhumane killing device. The K5 consists of a large emitter device attached to a power pack worn on the user's back. This device utilises Theta particles, an extremely dangerous form of radioctive particles as its main means of causing damage. Naturally occuring theta radiation is extremely hazardous, even in small quantities, with second degree burns and nausea becoming apparent after only a few minutes of exposure. The RAD Cannon's micro-reactor generates a large amount of this lethal radiation and focuses it within the emitter assembly, firing a concentrated stream at the intended target. Such a high dosage of radiation is lethal to human, Skrith, Krao and even Cryons, and while the death is not instantaneous, unless treated rapidly, the victim will certainly die as their atomic structure is torn apart by the energised theta particles. Upon death, the target completely disintegrates into atomic dust, also releasing the deadly radiation that has built up within their body, irradiating anyone unfortunate enough to be caught in the blast. The UTC Marine Corps used this cascade effect to great effect, with swarms of Krao drones gradually vaporizing from only a few irradiated warriors. Primary Fire: Fires a stream of radiation at the target. The beam creates massive amounts of heat, slowly cooking the target if the beam is held on them. Also, the target will suffer 5 damage every five seconds until they either die or collect a health pickup. Upon death, any players near the victim will be irradiated as well. If the target dies before vaporizing, instead of dissipating like normal, they will vanish in a flash of radiation, making irradiated corpses dangerous as well. Secondary Fire: Charges up the device for roughly five seconds before releasing an intense burst of radiation. Anyone unfortunate enough to be caught in the initial blast will take heavy damage and be irradiated as well. The blast also irradiates the surrounding area for a short time, slowly damaging anyone that passes through it. Ammo: 100, primary drains 10/sec, secondary uses 25. Recharges 5/sec. Special: Forces a reactor meltdown, destroying the user and anyone nearby after a five second countdown. Requires the user to press the special key twice. Comments and constructive criticism appreciated.
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| Author: | Kien [ Sat Jan 12, 2008 6:42 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Always pleasing to se something good instead of just new assault rifles and shotguns. :> Is it supposed to have any graphical effect when fireing? Radiation (of that type, gamma I guess) isn't visible. That wouldn't be very pleasing, neither that there is no sign if if the target takes damage nor when being hit. Some very translucent red more or less sparky beam would be nice. Is the primary fire supposed to be used as one shot then run away and leave the target to die? That wouldn't be a very fun battle. :< Or does each shot stack? :} Seconday fire sounds too much like the lightning gun's sec fire. It's exactly the same. I'm not very pleased with charge-instantkill functions. I don't have any alternative idea though. |
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| Author: | Bjossi [ Sat Jan 12, 2008 8:47 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
This is a good idea but too forgiving on the victims. You get 10 entire seconds to keep the gun at max charge before the reactor melts down. And the radiation attack sounds awfully useless. The chances of someone not finding a health pack within 10 seconds in a game like UT2 is little to none. And I agree with Kien's first point, the radiation attack needs some visual aid, despite being unrealistic. It is a video game after all. As for secondary fire, I agree with Kien but for different reasons. What about secondary being able to irradiate areas for a long time? We'd see those areas being lighted up unusually, and we start hearing the typical radiation measurement sounds shortly before entering such areas. I think it would be very fun, kind of like the flamethrower's alt fire where it leaves a "trap". |
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| Author: | disturbed_one [ Sat Jan 12, 2008 9:27 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Would be similiar to the China strategies in Generals:ZH. I like Bjossi's idea. And that typical sound comes from a geiger meter
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| Author: | Kien [ Sat Jan 12, 2008 9:27 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
But if the area is all glowing, wouldn't a player just avoid it? |
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| Author: | Bjossi [ Sat Jan 12, 2008 12:23 pm ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Naturally. But in order to avoid you need to stay out. So you can use this to lock other players in a "cage". This makes the gameplay strategic, you can find good spots where they are easy targets and don't have access to pickups. So this makes players be more careful where they go. I personally think it'd be fun. But of course they could run through the area. What I think should happen there is that they get sick and start losing health, maybe the poisoning could grow on a logarithmic level, so health loss grows extremely fast if you stay in the area for too long. |
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| Author: | Treadhead [ Sat Jan 12, 2008 4:03 pm ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
I like this... Perhaps you should make them take more damage and make the damage come quicker, though, or primary is not very useful. Love the idea of regenerative ammo. |
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| Author: | CEO_KAZUYA_MNT [ Sat Jan 12, 2008 7:28 pm ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
intresting gun but my gun is better at the game of using radiation |
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| Author: | Bjossi [ Sat Jan 12, 2008 10:51 pm ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Hmm, one thing suddenly came to my mind. A game named Star Trek Elite Force 2 has a gun that is called xRAD, the most powerful gun in the game. Secondary fire shoots out a big, compressed ball of some gas that makes a gigantic explosion upon impact, primary fire also shoots gas balls, but smaller and non-explosive. Is your gun by any chance loosely inspired by the xRAD or is this just a funny coincidence? |
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| Author: | BloodStone [ Tue Jan 15, 2008 1:21 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Yeah, I kinda guessed the secondary attack would be a little cliched. And yes, there would be a graphical effect. I was thinking that the weapon also gives off a massive amount of heat, so keep it on the target and it microwaves them, take it off and they die of poisoning! The heat would create a sort of distortion effect along the path of the radiation beam.
I like the idea of being able to irradiate an area too. Editing now. Nice to see a forum where your ideas aren't trolled and flamed!
And no, it wasn't based on the xRAD. I actually got the idea from the Iraqi Desolator from C&C Red Alert 2. |
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| Author: | Treadhead [ Tue Jan 15, 2008 5:55 pm ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
Hmm.... While I like the new ground-irradiation effect, I think you should keep the vapourising blast, at less damage and energy for the shot then the original concept |
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| Author: | Bjossi [ Tue Jan 15, 2008 6:50 pm ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
This is BW, one can add basically limitless amount of fire modes. And I hope this gun will become reality some day, I love the concept. Though it's unlikely unless you decide to sponsor it. . . |
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| Author: | BloodStone [ Wed Jan 16, 2008 12:46 am ] |
| Post subject: | New Weapon - K5 R.A.D. Cannon |
I think I'll keep the charged shot out of the design. BW, not to mention the same company that makes this gun already has a weapon with a charge-up insta-kill alt-fire. The lightning gun's never failed to kill in one shot when I charge it up. The only times it hasn't is when I've missed. This would sort of balance it out. We've got one brute-force mass-destruction supergun, now there's a more tactical one. |
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