Shotgun Shells types

GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
I like the idea of having the ability to purchase different types of shotgun ammo (potentially not just limited to shotties)

say something along the lines of

- regular (pellets)
all damage based off of a shotgun pellet (17 dmg)
these special types are purchasable for 2 res and after a 15 res upgrade... (4 shells per purchase/4 shells per CLIP) (higher end ammo requires much more pre requisites than just a 15 res upgrade)

<b>Non-Prerequisite Shells</b>

1. Shredder Shells
- 4x pellet count
- slightly greater blast cone (if r=1x, maybe a r= 1.2x cone?)
- 1/3x damage per pellet
- 1/8x damage per pellet versus onos, 1/4x versus fade
designed to kill: skulks, lerks, gorges, buildings

2. Conc Shells
-1x pellet count and 1x damage
- short concussive burst range of about 5 ft to daze all life forms except onos
designed to kill: fades, lerks

3. DD (delayed detonation) Shells
- 1/2x pellet COUNT, same damage
- 5 second delay, detonates each pellet that hit... 50 dmg
designed to kill: skulks, lerks, gorges, possibly fades

4. Razor Shells
- one "pellet" with fair accuracy, same damage as one pellet
- 3 second delay, pellet "opens" releases many razor blades (or whatever is sharp) and causes 25 dmg/s for 10 seconds
designed to kill: none, its true design is to weaken before backup (fades and below, not very effective unless en masse on onos)

<b>High End shells</b> (require at least lvl 2 weapons and a prototype lab)

5. BFG Shells
- 2 shells per purchase/clip
- 20 res per clip
- 1x pellet count
- 5x damage
- recoil causes 25 HP dmg to shooter, 3 foot knockback
- 25% chance of gun breaking after shot
designed to kill: fade, onos
6. Bioshells
- 20 res per shell
- 1x pellet count
- 5 dmg/sec per pellet for as long as target lives
- target alien can "hypermetabolize" at a 25 res cost to cleanse itself of the infectious effect

<b>Stipulations</b>
- a player can only carry two types of special shells (plus the regulars), and it all is factored into the common 48 count reserve bank (e.g. a big bertha takes up "4" regular shot shell slots, so if you carried a clip of big berthas you'd have 40 regular shells and 2 big berthas)
- changing ammo types requires a FULL deload and reload of ammo types. load up times of all shells are the same (even the bio and big berthas)


this is meant to allow for a much more strategic approach to how shotguns are utilized and may break games based on how it is used.

Plus, having a potenial 1000 dmg shell sounds like super fun : )

Comments

  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    Sounds like you want different types of shotties rather than different ammo. Also what does daze do? Stop all lifeforms or slow them etc? That maybe a bit much
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1671236:date=Feb 22 2008, 05:49 PM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Feb 22 2008, 05:49 PM) <a href="index.php?act=findpost&pid=1671236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds like you want different types of shotties rather than different ammo. Also what does daze do? Stop all lifeforms or slow them etc? That maybe a bit much<!--QuoteEnd--></div><!--QuoteEEnd-->

    slows the players sensitivity to 1.0 for 1 second or so, and prevents leap (skulk), flight (lerk), or blink (fade) for 1 second

    it's meant to be a stopper or possibly prevent getaways

    I'd just as assume have them as different guns, but 6 specialty shotguns would be excessive, I just think all the ammo types could help enhance the gameplay after some balancing
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Hmm, I'm kinda averse to those lengthy detailed ideas. I like general ideas and then exploring the possibilities.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    the hardest thing is the balancing

    how will you balance it

    and i think we should keep it simple


    its too complicatet or too many ways new players leve beouse
    its to complicatet and they cant pic it up

    ns1 have already a big learning curve
    ns2 add much more things already and make it more harder to learn (wrong spelled, i know)
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    this is true, i had the ideas in mind with someone with my level of experience, not that of a new player

    my bad, but i still believe something similar to this should be explored. I find it hard to believe the humans (after years of interaction with the Kharaa) have not found some sort of biological weapon against them yet.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1671315:date=Feb 24 2008, 07:33 AM:name=GaussWaffle)--><div class='quotetop'>QUOTE(GaussWaffle @ Feb 24 2008, 07:33 AM) <a href="index.php?act=findpost&pid=1671315"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I find it hard to believe the humans (after years of interaction with the Kharaa) have not found some sort of biological weapon against them yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yeah, but then there wouldn't be a game ;p
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I like where you're going with this. Cool, idea in general.

    Some of the specific ones are kinda borked, IMO, but we can yell about balancing specifics until we're blue in the face and the devs will do something completely different. So, yeah, I'll just skip commenting on that note specifically.

    Other that that, I really like the system. Weapon modifications is something I would really, really like to see make it into the game. I kinda like this idea that it's not just special bullets, but only a small set that you can carry around at any one time. Plus they can't be hot-swapped, although why buy specials and not have them pre-loaded in, I don't know. I guess you would swap them if you had to take a building and didn't want to waste special bullets.

    However, the complexity of your proposed system puts me off a bit. Too many types, research reqs not elaborated, and some are just kinda broken. I'd rather it was streamlined somehow to make it easier, or perhaps we have a set of 1 standard and 2 or 3 special ammos, but each gun has it. Like, say a special was explosive bullets (small clip, extra dmg, costs res, limited max carry) but there was a shotgun version, pistol version, and HMG version. Each version does similar things, in this case extra damage, but costs different amounts and can be rebalanced for the weapon in question. Plus, same mechanics of having to un-load and re-load the clip to switch ammo. Many FPS single player games have a similar thing and many players enjoy it, although I personally ###### explosive rounds for the whole level for that special hard part and then just unload. =]

    Anyways, cool idea, just gotta refine it. We'll see what the devs put in.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    heh. what about explosive ammunition that explodes on contact? there is already a shotgun/s that is compatible with this 'grenade' ammunition - someone posted a video of it before. it'd be better used for range, since it's not exactly a shell so it doesn't spread - it is more like a tiny grenade, and it would look damn cool. i can see how it might break the game though, so...
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    This would take some importance off of the advanced armory since, if you were swimming in res you could drop some advanced shells instead of having to wait for the rebuild/first build. I'm not sure whether I like that or not yet.
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