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| S.S.W.L - Skrith Special Weapons Lab http://www.runestorm.com/forums/viewtopic.php?f=63&t=62312 |
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| Author: | Chavez [ Sat Jul 12, 2008 8:45 am ] |
| Post subject: | S.S.W.L - Skrith Special Weapons Lab |
SSWL is a lab heavily guarded by Skrith's Special Forces. The productions coming from this lab are considered highly classified. In this topic, i will post this lab's products. Since I'm bad with modeling weapons, i will use something different. ________________________________________________________ (On this image, the Uranium jack still has to be inserted in the back of the weapon) T.R.E - 1522 The TRE (abbreviation for Toxic Radiation Emitter) is a devestating hazardous weapon. The weapon is designed to apply indirect damage. Itself fires a very short 'beam' of radiation which comes no further than a mere meter. However, the intended use for this weapon is to 'inject' toxic radiation on any surface, with devastating effects for human beings. There are several different containers that can be inserted in the back of the TRE. There's: - Alpha Container. This radiation is nearly invisible. Eyewitnesses have explained that contaminated area's look like they are heated because of the 'moving' air above it. This radiation is, on first, disorienting, but after a short delay it starts applying little damage to one's health, this damage will slowly become more. When vehicles enter an intoxicated area, no damage nor effect will be applied. Contaminated areas are known to contain this radiation for several minutes when the radiation is injected for a proper time. - Beta Container. This radiation is considered most toxic, but has as side effect that it can easily be avoided since it's very easy to see. People have said that it looks like the contaminated area is extremely lighted while there is no light source even near. This radiation applies, when not in a vehicle, immediate damage to one's health when entering contaminated area. Also, contaminated areas are known not to stay contaminated longer than a minute when the radiation has been injected properly. - Gamma Container. This radiation is considered most dangerous for it's effects. Areas that are contaminated by this radiation can be identified by the red dust that this radiation leaves behind. When entered by foot or vehicle, one's life and armor will gradually decrease. A vehicle leaving the contaminated area will carry the same effect of a contaminated area and it would therefore better be left behind. While walking through a contaminated area, one will not be able to run. In extreme cases where one is entirely intoxicated because of standing in a contaminated area for too long, the victim will only be able to crawl out, IF there's any chance that this victim would survive. Contaminated areas are known to keep their intoxication, when injected for proper time, for extended minutes. Every type of radiation can be identified by the typical radiation sound. This weapon is capable of tracking down radiation. When walking regularly with the weapon equipped, a Geiger Meter on the left of your screen will tell you if there's any radiation near, and how powerful the radiation is. When looking through the scope of the gun, you will have 2 Geiger Meters, one on each side of the screen. These however, do not measure radiation near you, instead, the scope will measure the power of radiation on a distance. Aim the reticle on the center of a contaminated area to know how powerful the radiation is and from that information you will also be able to tell how long the radiation lasts. You can empower a radiated area by feeding some more radiation. However, it's not possible to mix several types of radiation through each other. When feeding a different type of radiation to a contaminated area, it will also empower, but only on half the strength. As you can see, to reload or change Radiation container, it is necessary to take off the backpack. Also a disadvantage is that the damage applies to both teams, except for the person growing the contamination field but only on the moment when he grows it and takes off. When he has contaminated the area, left off and enters the area again, he will undergo the same effects like other's. I have another idea, but i will have to pixel and document that as well, so that'll come later, i hope I'll be done by today ^^ |
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| Author: | Chavez [ Sat Jul 12, 2008 1:28 pm ] |
| Post subject: | S.S.W.L - Skrith Special Weapons Lab |
P.S.G - 1B The PSG 1B (abbreviation for Personal Stealth Generator - 1 BETA) is a nifty device that, if proper used with a team, could determine a battle before it has begun. The user of the device will have to be protected by it's team members, as there is no room for a weapon to carry for the user when using this device. This device cloaks teammates on foot within a radius of 10 meters. It's capable of masking sound, light and smell. The drawbacks are that whenever a cloaked teammate fires his weapon, the burst of sound and light cannot be maintained by the device and thus the teammate will be repelled from the cloaking mechanism. It will take 10 seconds for the device to recover from the processing of the gunfire, so until then, the uncloaked teammate will have to hide. Another drawback is the 'waving' sound that this device emits every now and then. Only this sound can be heard by enemies, footsteps and other sounds emitted by cloaked teammates are all masked, except for gunfire. The cloaking of a team takes so little power, that it's practically usable till the end of the match. However, a gunshot from a cloaked teammate will drain tremendous power from the source, and after 3 times it will even mean that the PSG will have to regenerate power for 2 minutes before it can be used again. The user of this device will get a small button that allows him to activate and deactivate the device. So it's recommended to announce when you will commence the attack, so you avoid overloading the battery. Also, the user of the PSG will get a radar on his HUD, showing the location of his cloaked teammates, and a reticle, which fades away a little after each disruption in the cloaking device. Cloaked teammates are shown in green, sudden uncloaked teammates are shown in red. All cloaked teammates will get the same radar, so they know how they have to maneuver to stay under the cloaking radiance. |
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| Author: | SHAD0Wdump [ Sat Jul 12, 2008 1:35 pm ] |
| Post subject: | S.S.W.L - Skrith Special Weapons Lab |
Both of these look awfully human... Might wana 'skrith it up' a little. |
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| Author: | Chavez [ Sat Jul 12, 2008 1:38 pm ] |
| Post subject: | S.S.W.L - Skrith Special Weapons Lab |
SHAD0Wdump wrote: Both of these look awfully human... Might wana 'skrith it up' a little.
Pixelart is tough. Skrith pixelart is... I'll just call it above my level. It's just to indicate how it should 'kinda' look like
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