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| NK-7 Tactical Nuclear Device https://www.runestorm.com/forums/viewtopic.php?f=63&t=42779 |
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| Author: | Kaboodles [ Mon Sep 17, 2007 12:09 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
After reading the Nuclear RPG idea and thinking that a self-propelled nuclear rocket would be too easy to use, I devised my own idea for how a nuclear weapon should be done in BW. NK-7 Tactical Nuclear Device Background: With most of the Terran nuclear missile arsenal rendered useless by the fleets of Skrith Warships in geo-synchronous orbit over key battlegrounds and the intense close-range combat favored by Skrith warriors discouraging the use of large-scale atomic weapons, the demand for smaller, "tactical" nuclear weapons grew. To fill this gap in the arsenal, the new M-28 "Archer" atomic artillery pieces were developed to fire the new W-3 Atomic shell and shipped to the front lines. The new weapons did heavy damage to combined Skrith and Cryon forces, until Skrith engineers found a way to intercept the shells, rendering the new artillery pieces useless. Left with a large stockpile of small nuclear warheads, Terran engineers went to work converting the shells into new tactical devices for use by special forces in deep sabotage missions. From their efforts came the NK-7 Tactical Nuclear Device. Capable of both timed and remote detonation, this versatile device has been the bane of Skrith supply depots, convoys since its first deployment against a major Skrith staging point, resulting in massive casualties from the blast and resulting fallout. It has even been used to great effect by boarding parties to destroy Skrith warships from the inside. Its main drawbacks are its great weight (50 KG) and lack of failsafes in the event of mission failure, though none of the highly skilled special-forces teams have failed to detonate their devices to date. Weapon: After planting the bomb, other players may choose to "hijack" it by disarming it, a risky proposition that requires players to sit still for 3 seconds, with the countdown timer only stopping after the second of those 3 seconds have passed. So if you try to disarm a bomb with only 1 second on it left, you're going to die. Fortunately, you can see the time left with two large digital displays on the device. After successfully disarming it, a player will simply pick it up, although if the previous owner used the alt-fire, they will not be able to use the alt-fire themselves unless they take it from the owner. If someone manages to kill the owner while he's holding the detonator and take the detonator, he will automatically have control of the bomb, which is a very good thing. Players may also just shoot the bomb just to be safe, as it will not cause it to detonate in cataclysmic explosion, only a smaller G5-level explosion, though with a large resulting radiation cloud. The bomb itself has 75 hp. Players holding the bomb would have to contend with its extreme weight, thus movement and jump capabilities would be reduced by 25%. In addition, the bomb makes a loud beeping noise when it's armed and dangerous, so if you hear the beeping, it's a good idea to start running. The beeping gets faster as the bomb nears detonation, giving people in the area a good estimation of how long they have to live. Damage: The bomb will have a massive blast radius and damage (Think Redeemer * 1.5), with a large radiation cloud that lasts 15 seconds with damage equivalent to the T10 toxic grenade. Players who pass through the cloud are "irradiated" for some time and also damage players in close proximity to them. Weapon Type: Superweapon, of course. Primary fire: Plant and arm nuclear device. This process requires the user to hold still for 3 seconds to arm the device and start the timer. The user will then have a few seconds (determined by the Weapon Mode) to vacate the premises before the device detonates. Secondary Fire: Remote Detonation: Same as the Primary, only the user has the option to detonate it whenever he/she desires, after 5 seconds of "safety" to prevent accidental detonations while in weapon range. Similar to the FP9 in function, although the player is in danger of having the bomb stolen if he dies and drops the detonator. Change Firemode: Changes the amount of time you get on the timer. Tapping the key cycles between 5 seconds, 10 seconds, or 15 seconds. Holding it in conjunction with the Mousewheel allows for more flexibility with the timer. Questions? Comments? Flames? |
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| Author: | Captain Xavious [ Mon Sep 17, 2007 5:47 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
Awesome idea! Love the back story, too. Its like the FP9's bigger, meaner brother!
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| Author: | Gordon Freeman [ Tue Sep 18, 2007 12:51 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
Nice idea , i would make the beeping go faster as the timed detonator is goiing to zero |
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| Author: | Bjossi [ Tue Sep 18, 2007 2:16 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
That is a traditional, and overall a cooler way of making a timed bomb. It gets the blood flowing fast when the beep gets really fast.
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| Author: | Bulska [ Tue Sep 18, 2007 3:05 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
nuke bomb? cool!! This is going to be loved in Assault maps! Placing the bomb at a location which needs to be destroyed, the timer going down and BOOOOOM Objective destroyed!
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| Author: | Kaboodles [ Wed Sep 19, 2007 11:59 am ] |
| Post subject: | NK-7 Tactical Nuclear Device |
Ruex wrote: Nice idea , i would make the beeping go faster as the timed detonator is goiing to zero
This is an excellent idea. Adding now. |
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| Author: | Herr General [ Wed Sep 19, 2007 2:46 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
You're right...this is a bit better then my nuke RPG idea. I say this should be included in the BW weapons. |
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| Author: | uzi4u [ Wed Sep 19, 2007 3:13 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
Bet this could have some interesting applications for Onslaught, too. If someone was able to get this and move quick enough to leave a big trap at a node the enemy's about to claim for their own. |
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| Author: | Kaboodles [ Wed Sep 19, 2007 4:30 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
Ballistic Onslaught is pretty much broken from a balance standpoint. The weapons just do insane damage to vehicles and power nodes/cores. Reforms need to be made in that regard. As for leaving it as a trap, you better make sure someone just shoot it behind your back. Or worse, steal it. It's bad enough when you fire a Redeemer and hear a big "DENIED" as someone shoots it down. What humiliating sound you hear when someone up and steals your doomsday device, I can't imagine. Oh, new ideas for FP9s: Whenever you die and have deployed some FP9 bombs, your detonator will always drop. This can lead to one of two things: -Someone else picks it up. Now he has control of all your bombs. Pure ownage to him. -The detonator is de-spawned as all dropped weapons eventually do if they're not picked up. This can lead to either: a) your bombs disappearing as well, b) your bombs all exploding and giving you the credit for any kills (self, team, or otherwise) they make, or c) Your bombs simply remaining as they were, either under your control or not. I think these are good ideas. |
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| Author: | uzi4u [ Wed Sep 19, 2007 6:00 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
Quote: What humiliating sound you hear when someone up and steals your doomsday device
You poor bastard? |
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| Author: | Yokelassence [ Fri Sep 21, 2007 5:03 pm ] |
| Post subject: | NK-7 Tactical Nuclear Device |
I have been musing myself with the concept of such a deployable for some time now. I pictured a large "one shot kills all" device that you can attach to destroyable objectives and will garuntee its destruction if you can prevent the opposing team from disabling it before it blows. 10 times more powerful than a redeemer yet requires you to run up to your target and slap it into a surface. No nuclear blind fire. But you thought your way through this idea pretty good, I like it. I vote for this to be the superweapon of BW |
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