custom rounds

shmickleyshmickley Join Date: 2007-09-12 Member: 62262Members
edited September 2007 in Ideas and Suggestions
to give ns 2 a little bit of customization for the marines rather than just the ailens i figured why not have bullets that have differnt charistics of ammo like have rounds that contain naparm that do damage over time and can spread to othere player that come near or poison rounds that do damage over time and maby some other effects , liquid nitrogen that slows movment speed or attack rate or even explosives that do extra damage to buildings the making a group of soldiers more or less tactical by making differnt "builds" that benifet each other and stuff in the field

Comments

  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    because, thats silly and annoying :]
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1648952:date=Sep 12 2007, 06:02 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 12 2007, 06:02 AM) <a href="index.php?act=findpost&pid=1648952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->because, thats silly and annoying :]<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ignore Stars, he gets like that from time to time, being dismisive of other people's ideas to the point of being rude.

    I think having alternate ammo than a standard round is a excellent attempt at trying out some new ways of futuristic TSA Marine game play.

    I suggest this be something after a structure that is called Nanite Forge or Science Module or both is built, and you research these options for marines, then the Commander allows permission for the different ammo types to be loaded up on and how much it is loaded up because more than likely, this would not be cost free like a standard round for other weapons is.

    Some types of rounds may only be for certain weapons too.

    Variety is the spice of life, and in a game's case, a chance for some unique strategies on the part of the marines to adapt to their hostile enviroment with the tools they have at hand.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited September 2007
    <!--quoteo(post=1648975:date=Sep 12 2007, 11:25 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 11:25 PM) <a href="index.php?act=findpost&pid=1648975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ignore Stars, he gets like that from time to time, being dismisive of other people's ideas to the point of being rude.<!--QuoteEnd--></div><!--QuoteEEnd-->


    This is true, i dont mean to sound rude <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    I just dont get a lot of sleep, a lot of the time, it makes me snappy.

    You should hear me when i command on NS, i crack the ######s.




    Anyway, on a more constructive note -

    Okay i dont like your idea, but i think alternate ammunition types could benefit the marines.

    For example, there could be 3 different types of ammo:
    - Standard
    - Heavy Rounds
    - Light Rounds

    (heavy and light cost 40 and 30 res respectively to upgrade)

    (ignore the ###### names, i dont know bullet names)



    Basically the types would have Damage Multipliers to different aliens;

    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Heavy Round Damage Mult<!--colorc--></span><!--/colorc-->
    Onos 1.4x
    Fade 0.8x
    Gorge 1.2x
    Lerk 1.1x
    Skulk 0.8x

    <!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Light Round Damage Mult<!--colorc--></span><!--/colorc-->
    Skulk 1.3x
    Lerk 0.65x
    Gorge 0.8x
    Fade 1.1x
    Onos 0.5x



    Then what youll have is like

    LMG - Standard Clip Loaded 23/50
    Standard 150
    Light 50
    Heavy 50

    Max ammo is still 250 and 50 in gun

    Commander can only drop standard ammo

    In this way, you will only benefit from ammo types if you know what youll be targetting


    (There will be a way to select what ammo you get from armory, and which ammo you put into your gun when you reload)

    (this idea is similar to Planetside, a lot of rifles had standard and Anti vehicle rounds, and you switch between them)



    What do you think?
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Than you choose heavy rounds every time because only 1 or 2 extra bullets will be needed to kill lower lifeforms, but you'll save 30 or 40 killing higher lifeforms.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited September 2007
    <!--quoteo(post=1648988:date=Sep 13 2007, 12:04 AM:name=Ahnteis)--><div class='quotetop'>QUOTE(Ahnteis @ Sep 13 2007, 12:04 AM) <a href="index.php?act=findpost&pid=1648988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Than you choose heavy rounds every time because only 1 or 2 extra bullets will be needed to kill lower lifeforms, but you'll save 30 or 40 killing higher lifeforms.<!--QuoteEnd--></div><!--QuoteEEnd-->

    notice heavy only does 80% damage to fade?

    heavy is bad against the two most common lifeforms
    fade and skulk... so no, you wouldnt choose it every time.


    and light do 110% to fades and 130% to skulks,
    which means a lot of marines probably will use this,
    but the down side is, lerks will actually be able to take some hits as it does 65% damage to them,
    and a single gorge could make a formidable opponent
    whereas onos would rap0r.


    and obviously it hasnt been balance tested...
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Obviously, the names are just place holders and the numbers can be tweaked.

    But the concept is sound, I like what you have in mind there Stars.

    Other possible round type names:

    Sabbot
    Dum Dum
    Slug
    Rubber
    Sticky
    Uranium
    Hollow Point
    Armor Piercing
    Buck Shot
    Dart
    Tracer
    Blank
    Paintball

    Also the rounds could take on the characteristics of the elements and have interesting side effects:

    Wind - Fires rapidly
    Earth - More impact
    Fire - Burns hot
    Water - Poisons

    NOTE: I am just brain storming here, I am not actually sure I would necissarily want this, just that it be brought up for consideration, that it might inspire better ideas.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Since NS2 is farther down the road in the TSA Kharaa battle, it would be understandable if the marines had found out a new more effective type of ammunition against their foe. Why wouldn't they have programmed their nanites in their bullets to do something a little extra?

    Couple things i can think of... maybe little beacons (sound/motion) would wear off after awhile via pooping them out or what have you...
    On the more extreme side, the nanites could be programmed to genetically tear the aliens apart

    I'd Personally favor a few, 1-2 new types of ammo, that are researchable after say weapons 3 or Advanced armory and aren't completely useless, but also not stupid or non TSA-like
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1649013:date=Sep 12 2007, 08:08 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 08:08 AM) <a href="index.php?act=findpost&pid=1649013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also the rounds could take on the characteristics of the elements and have interesting side effects:

    Wind - Fires rapidly
    Earth - More impact
    Fire - Burns hot
    Water - Poisons

    NOTE: I am just brain storming here, I am not actually sure I would necissarily want this, just that it be brought up for consideration, that it might inspire better ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I demand "HEART" rounds.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1649060:date=Sep 12 2007, 02:04 PM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Sep 12 2007, 02:04 PM) <a href="index.php?act=findpost&pid=1649060"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=1649013:date=Sep 12 2007, 11:08 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 12 2007, 11:08 AM) <a href="index.php?act=findpost&pid=1649013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    Also the rounds could take on the characteristics of the elements and have interesting side effects:

    Wind - Fires rapidly
    Earth - More impact
    Fire - Burns hot
    Water - Poisons

    NOTE: I am just brain storming here, I am not actually sure I would necessarily want this, just that it be brought up for consideration, that it might inspire better ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I demand "HEART" rounds.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    By your powers combined,
    I AM

    Hive and Zig?

    WTH!


    In ACTUAL response to the thread:
    It is a decent idea.

    However I am unsure if I would vote for perm effects (once researched) or swappable ones. What I mean is this:
    Are these upgrades like Wep1-3/A1-3? Or are they things that individual marines can pick up some how? Or does the com have to drop specific rounds?

    How many TYPES of rounds can one marine hold? Can he switch between 3 different types? Or does he set his gun to ONLY fire one type of round until he dies/gets to an armory to switch it to a different type?

    What I THINK I like the idea of would be for the commander to be able to drop guns with these modifiers built into them (LMG +5 vs onos) OR for them to be standard parts of the tech tree like weapons or armour.

    Anything else on the commanders part would be to fiddly, and I don't REALLY like the idea of putting it in the marines' hands to pick.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--quoteo(post=1648994:date=Sep 12 2007, 08:14 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 12 2007, 08:14 AM) <a href="index.php?act=findpost&pid=1648994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->notice heavy only does 80% damage to fade?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It does now, after the edit. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I'd rather see unique weapons than adding in different ammo types.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited September 2007
    <!--quoteo(post=1649162:date=Sep 12 2007, 07:54 PM:name=Ahnteis)--><div class='quotetop'>QUOTE(Ahnteis @ Sep 12 2007, 07:54 PM) <a href="index.php?act=findpost&pid=1649162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It does now, after the edit. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I'd rather see unique weapons than adding in different ammo types.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't both sound kick ass? I also like some of the ideas presented that had "mods" of various kinds being added to weapons, to make unique weapons for players.

    Check out this one by X-5, it has pictures!
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102035" target="_blank">Arms Lab Upgrades Enhancement, a way of increasing strategical variation</a>

    I'm pretty sure the greater room for odd combinations of this or that opens up all kinds of cool strategies for us to stumble on. And I would like the same thing on the Kharaa side, ways to come up with combos that will surprise us, so that no one strategy becomes dominant necissarily. I think that has great opportunities to really open up competitive play.

    That is why I think the current way things get "teched" up in NS1 leads to cookie cutter gameplay, where its put down MC, SC, DC in that order or get kicked from the server (or whatever, I hope you get the idea) . Currently, NS1 has universal upgrades, Kharaa get some individualism, but overall it gets stale.

    If there is anything that can open up things and make the upgrades not so "Warcraft" or "Starcraft" similar, I say go for it, the game needs some more branching and entertwining to really break out some badass RTS and FPS strategies that really shine.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    this will always come down to what type of ammo kills the alien the fastest/easiest. e.g. why slow down an alien if you can do extra damage and just kill them outright.
    once people find out what type of ammo is the most powerful the rest will never be used <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited September 2007
    <!--quoteo(post=1649060:date=Sep 13 2007, 04:04 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Sep 13 2007, 04:04 AM) <a href="index.php?act=findpost&pid=1649060"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I demand "HEART" rounds.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Beat me to it <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />


    <a href="http://youtube.com/watch?v=3JeLcP7Xa5o" target="_blank">Earth, Fire, Wind, Water, FIRE!</a>
    ^^
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