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25th July 2012, 08:37 AM
#11
Totally agree with you vincoof. A 99% damage weapon almost feels like a cheat... sv_killtarget or something
Can't see the fun in that one.
@BrunoDG Not to be rude about your ideas, maybe I got them wrong. But when I imagine, you lay down two bombs, say you lay the first one at the finish line, than race almost a whole lap and place the second one, does it mean that whoever travelles in that portal get's pushed back for almost a whole lap? I think it's best to build in a limit of distance between those bombs and a travel-meter running down in your HUD after placing the first bomb. Also I wouldn't call them bombs then, but portals. However, I still think that's confusing and I like the idea of using the portal for yourself in the first place.
So the tractor trap kinda freezes the motion of an enemy ship passed over it for a while? Now that would be one powerful weapon, if we really use it we have to make sure that the effect lasts maybe for 1 second only, 2 at maximum. But I like this idea more than the first one since we might use that "portal gun" already.
I created a list of damage dealt to the AI as well as a describtion & absorbation rate [even I don't know if we integrate absorbation ability].
TRACTORBEAM +++ Damage for a brief hit: 3% +++ Time lasting: 3 seconds +++ Absorbation: +5% shield +++ So most damage would be 18% [two "hits" in one second possible], a laserline which aims the direction of the ships nose.
ROCKETS +++ Damage for one rocket: 10% +++ Shoots 3 rockets at once +++ Absorbation: +12% shield +++ Like the rockets in Wipeout. Maybe, to change it up a little bit: Just two rockets left & right get fired so aiming will be advanced aswell.
MISSILE +++ Damage: 15% +++ Homing +++ Absorbation: +15% shield +++ Homing for the next player infront of you. That guy is able to avoid the impact when turning sharp before the missile arrives. Ricochet if fired without a target found.
IMPULSE +++ Damage: 0% +++ Force field +++ Absorbation: +5% shield +++ Shoots a ball which impacts some miles ahead on the track and creates a force field pushing the AI away from the center of the impact. AI can also be shot directly.
CANON +++ Damage for one bullet: 3% +++ 30 bullets +++ Absorbation: +7% shield +++ Used like a minigun, works like the Canon in Wipeout.
EMP +++ Damage: 0% +++ Absorbation: +10% shield +++ Creates a visually visible electromagnetic field around the player. Players ship protects itself. The AGD and turbine of AI ships nearby become turned off for the time the field lasts [2 seconds].
MAGNETS +++ Damage 0% +++ 3 magnets +++ Absorbation: +5% shield +++ Magnets fall on the track, able to roll around. Then attach to ships coming too close and pull the ship down to the side attached. Only fall off when hitting a wall or another ship.
MINES +++ Damage for one mine: 5% +++ 4 mines +++ Absorbation: +7% shield +++ Placing 4 mines in a row. They last for about one lap.
TRACTORTRAP +++ Damage: 0% +++ Absorbation: +10% shield +++ Placing an electromagnetic anchor onto the track. The ship travelling close to it gets attached and can't move forward until the magnet lost enough power [after 1 or 2 seconds].
TURBO +++ Absorbation: +15% shield +++ Functions like a turbo we all know.
GRAVITRON +++ Absorbation: +8% shield +++ Creates a portable maglock underneath your ship for 5 seconds. Player is able to travel through tiny hills and sharp corners much faster.
TELEPORTER +++ Absorbation: +8% shield +++ Player shoots a teleport [just like the Portal gun in Valve's "Portal"] which lasts for 2 seconds. Whoever travelles through appears some meters ahead. Portal can be destroyed by every assault weapon.
PHANTOMIZER +++ Absorbation: +10% shield +++ Creates a hologram of the players ship. Aiming systems aim there. Own ship becomes invicible for 5 seconds. Collisions still possible!!! Replacement of the classic "shield". EMP & Impulse won't harm.
I hope you guys can work with this list better.
Last edited by docfo4r; 25th July 2012 at 08:43 AM.
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