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Medic and Tech "Weapon" / weapon spawn-mutator
https://www.runestorm.com/forums/viewtopic.php?f=71&t=44667
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Author:  Somian [ Tue Oct 23, 2007 8:18 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

Hello! i'd like to see a weapon for medical threadment of Team members (add HP) and another weapon that adds shieldpoints and regenerates "ammo" slowly. it should take 5 slots in ballistic evolutuion and should be available as secondary "weapon" in Ballsitic loadout. the tech-weapon could also be suitable for repairing vehicles and building powernodes in ONS.

another cool weapon would be some kind of respawner wich lets you respawn a team member (but takes around 10-20 seconds and respawn with 1 hp and no weapons) wich takes 6 (!) slots in the BW inventory.

another cool feature would be a mutator that lets weapons (in DM games) spawn only once, but player should drop all the weapons they had, so the players are fighting for the weapons :D If a weapon is destroyed (lava) it should spawn again :)

thanks for reading and thanks for the cool stuff you made :D

Author:  Bjossi [ Tue Oct 23, 2007 8:23 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

You don't need a weapon for regenerating anything, there is a mutator called Advanced Regeneration that does that job very nicely and can be modified in many ways.

But why would you want to respawn a team mate? They respawn when they die anyway. :?

Author:  Somian [ Tue Oct 23, 2007 8:38 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

yeah, but regenerating automatically is not what i want, it's much better for the team spirit if you have to heal each other. :)

and @ respawn: i mean the ballistic conflict modes.
in other gametypes it's an idea to disable respawn, so players have to wait for someone to respawn them. if everyone's dead, the other team wins. (i know, it's not that fun, it would be best in Conflict mode.

Author:  Bjossi [ Tue Oct 23, 2007 9:00 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

I was more referring to the weapon that regenerates armor and ammo. I think a healing gun would be pretty neat, and so would armor repair. But ammo regenerating? Not a very good idea unless you find a way to explain how to create new bullets out of thin air.

Author:  Kaboodles [ Tue Oct 23, 2007 9:23 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

Each of these things could be limited in use. Like empties after a certain volume of ammunition has been dispensed to players.

I had a bunch of other ideas for Conflict gear that I posted in the beta forum. Let me go find them

EDIT: Ah, here it is:

I wrote:
How about we make this a thread about gear suggestions?

Med-pack: Slowly heal teammates around you up to however much health they have equipped.

Ammo-Box: Supply your teammates with ammo up to their max ammo capacity.

Shield-Recharger: Same as the two above, only for shields.

Active Sensor pack: Gives you a radar that shows enemy locations relative to your own (and an indicator of their general location in your HUD). We could balance this by having enemies only show up when moving quickly or firing an unsilenced weapon and limit its range. This could be extended to a "Team sensor" that relays this information to your teammates, though if you die, there goes your sensor support (unless multiple team members have them).

Cloaking Device: Self-explanatory. Makes you very difficult to see visually. Could be balanced several ways. It could take up a lot of space, giving you fewer weapons. It could also make you unable to use shields, as it "interferes" with its performance. You could also have users be always visible on Active Sensor packs. This would be a great tool for all the crazy ninjas out there. New invisibility effects would be great, as the UT one is ugly

Focus-enhancing drugs: Gives you lower movement chaos and faster reload and weapon cock speeds.

Nike(TM) running shoes: Faster movement speed and higher jump height (Just kidding about the name :D)

Sensor-Jammer: Here's a fun one. Fills an enemy's Active Sensor packs with lots of blips when in the sensor's range. This would also of course create a big red dot on the enemy sensor, showing him where the jammer is, but making it very difficult for him to find the jammer's teammates on his radar.

Reactive Shield: This one's a little complicated. When you are attacked, this shield activates for about one half or one quarter of a second, completely negating any attack on the player during the time it's activated (including the attack that activated the shield). Any attack, be it sniper bullet, grenade impact (the actual grenade hitting you in the face), rocket explosion, Rail bolt, pistol shot, katana swing, shotgun blast, Mario jump, you name it. After that quarter/half second, it deactivates and has to recharge for 15 seconds before it is used again. An item like this would be incredibly useful for point-men, giving them a small safeguard against snipers or ambushes.


Other ideas:

Something that causes a person's body to explode on death (discounting suicide command), damaging surrounding players. Dunno what yet. Maybe a side-effect to the Ammo pod or cloaking device?



As for the player respawn idea, perhaps we could have players leave some sort of marker behind when they die, so that someone with a reviving item would use their revive item on said marker and bring his team-mate back to life for the round. This could be balanced by having the revived player only respawn with the amount of health and shields his reviver has (up to a maximum of whatever the respawning player's health and shields was when the round started).

Oh, and revive items only work once, even if you use it, die, and are revived. That way we won't have two players reviving each other for the duration of the match.

Author:  Captain Xavious [ Tue Oct 23, 2007 10:59 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

Medic equipment would be awesome, as well as ammo pack dispensers and some sort of ONS dedicated tool to repair nodes/vehicles.

Can't say I agree with the idea of respawning falling comrades in conflict. Just seems too fantasy-like in how you describe it. If anything maybe have some sort of beacon, that when activated, calls in more reinforcements (respawns dead team mates at starting point) so many seconds after the beacon is activated. It could only be used once per team per round, regardless of how many beacons are in the battlefield, though if the entire team is killed while a reinforcement request is still being called in, that team still loses and the reinforcements won't come in.

Author:  Somian [ Tue Oct 23, 2007 1:05 pm ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

Bjossi wrote:
I was more referring to the weapon that regenerates armor and ammo. I think a healing gun would be pretty neat, and so would armor repair. But ammo regenerating? Not a very good idea unless you find a way to explain how to create new bullets out of thin air.


no, i mean the "ammo" (fuel, mana, whatever :D) of the shield repair gun should be regenerating

Author:  Bjossi [ Tue Oct 23, 2007 2:44 pm ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

Ah, I misunderstood you a bit. If the regeneration speed is reasonable it could work.

Author:  shifty [ Fri Nov 02, 2007 7:27 am ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

instead of a weapon or held object for healing/regeration/resupply y not sumthing more like a painter aim the laser and a supply box or wateva will drop at the point were you aimed i rekon tht would b pretty kool. or (sort off topic) a painter for dropping vehicles.....?

Author:  Yokelassence [ Fri Nov 02, 2007 6:35 pm ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

That would be a bit slow dont you think? You would be dead by the time your health pickups parachute to the ground. Utility items are faster.

But an arial supply drop could be used to deliver stuff to key points so front line fighters have more to work with. Nice tactical idea, just not something you want to depend on

Author:  Kaboodles [ Fri Nov 02, 2007 7:29 pm ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

Not to mention they'd be completey useless unless indoors or under some cover.

Author:  shifty [ Fri Nov 02, 2007 11:04 pm ]
Post subject:  Medic and Tech "Weapon" / weapon spawn-mutator

yeah i guess so.
i didnt even think about being inside...

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