low ammo weapons
N_3
\o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
Quick idea after reading another post; low ammunition weapons. eg hand grenade like things, single shot high-tech guns, lasers or whatever. The premise is that these weapons are strong but you can only carry a very limited number of 'shots' with you. This means that for these weapons to work: the commander has to resupply ammo (encouraging good marine-comm teamwork/communication), or it only be refilled from a particular building (encouraging more diverse strategies: a building which resupplied this ammo could be used to defend or attack something but it needs good marines with it and to be defended itself).
Ive always thought that having hand grenades to a maximum of 1 be refilled from armouries would be great. Field armouries would be slightly more viable and they could be used as early game counters to wol's.
edit: could also work with aliens, where a particular chamber (or other creature?) refills.
Ive always thought that having hand grenades to a maximum of 1 be refilled from armouries would be great. Field armouries would be slightly more viable and they could be used as early game counters to wol's.
edit: could also work with aliens, where a particular chamber (or other creature?) refills.
Comments
Implementing my own;
Mid-range Weopon for Alien class lvl 2-3(?)
It's a projectile that bounces like a rubber ball.
You can hit marines around the corner with it (if you can bounce it correctly).
Doesn't go all that far.. A bit like the 'hook' customization.
Can get several hits on firing once. But must remain stationary until the projectile returns..
Or, even worse, a Tac Cannon from Crysis. Best single shot weapon evar.....
Yes. I'd rather only a few slots be available, but maybe limited add-ons as secondary fire. If someone wants to dredge up and link that topic, I forget who started it, because it was pretty applicable to this one.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104241" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=104241</a>
Imagine some heavy energy weapon, like maybe an upgraded Flamethrower, that requires too much power for the marine to carry a self-contained power pack. So you have to build a power-plant structure in the area you want to fight, and the gun has ammo as long as you stand near the power-plant. If you step away from the power-plant, you only carry enough ammo with you for maybe 1 or 2 shots.
The power-plant wouldn't be expensive, maybe 5 res or something like that, but it would be restrictive just because you would have to take time to build one in order to fortify a location with the Heavy Flamer. Health and build time would both be relatively low, to enable marines to set one up in forward attack positions if they can get a few seconds of not being bitten, and to allow aliens to turn off the flamers if they can destroy the building.
You'd probably have to allow the building to be placed by either the Commander (using his general res) OR by the marine with the flamer (using his weapon-buying res), or you'd easily reach a situation with frustrated players buying themselves flamers and not being able to use them because they couldn't get the Comm to drop them power packs.
Okay, refinement of that idea.
We know the dev team wants flamethrowers. And we know they are considering buy menus with a main gun, and then possible addons next to it.
Suppose we make flamethrowers run off an energy system similar to the jetpack bar or current alien energy bar, which steadily drains down while firing and then automatically refills whenever you aren't firing. Then you have two potential addons in your Flamer Purchase menu. Addon number 1 is the Power Plant structure, which drops next to you instead of being carried. It has a little less HP and Build Time than regular turrets now (1000 instead of 1400), costs 5 res, and serves to refuel all (or just up to 3?) nearby Flamers at a faster than normal rate (kind of like an MC). This lets all the nearby Flamers fire more often before they have to stop to reload / refuel.
Then you have Addon Number 2 -- the Heavy Flamer. The Heavy Flamer promises substantially increased damage output, at the cost of substantially increased energy usage. You can use it away from a Power Plant if you want, but you'll be spending more time standing around refueling then you will actually attacking. So it's only an efficient upgrade if someone nearby has already built a Power Plant, so you can throw out that hot-burning flame all day. Also, if the Comm sees he's got several marines who have purchased Heavy Flamers he can drop a Power Plant near them with his own res.
I like that idea. A couple of marines with flamethrowers enter a heavily infested room. The comm decides to drop a recharge station in the middle of the room to clear the area out more quickly. I also like that you're separating tech (flamethrower upgrades from weapons upgrades) without making either upgrade bad to get.
Not sure what you meant but I had created a researchable attachment idea back in July of last year. (<a href="http://www.unknownworlds.com/forums/index.php?showtopic=102035" target="_blank">Click to view "Arms Lab Upgrades Enhancement"</a>) It's a bit sloppy compared to recent suggestions I've made since now I try to follow to Monroe's Motivated Sequence. (although sometimes it gets limited to a simpler comparative advantage order or problem-solution order, depending on the idea)
Trended towards weapon attachments, yes. Check the date differences on the two topic though. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />