Moon Wars, A Mod Idea Of Mine
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Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
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<div class="IPBDescription">Not necessarily for HL2.</div> <a href='http://www.angelfire.com/games5/align1/Moon_Wars_design_docs.txt' target='_blank'>The design docs in their original txt form!</a>
Bit like TFC.
There are 2 teams - identical. And players are hereby known as "Astronauts". Because that is what they are...
<b>Now for features</b>(not weapons). You start out near your HQ - a structure, or func_breakable perhaps, except that it will need special properties.
Likely a new entity altogether.
It looks like an Apollo lander.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ___
/ \
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_\___/_
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______
/ | \
- - -<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
<span style='color:teal'>Gah, something like that, I'm getting reference pics before this is done anyway.</span>
<b>There is no </b>"health" as such, but rather an Oxygen % meter. This is not used over time, which can be changed to discourage camping, but is a gameplay>realism
decision. Should you get shot or stabbed, you will start loosing % at a steady rate, simulating a hole in your space suit(if although much slower death).
<b>The rate</b> would be something like -2%/second per shot wound. Getting stabbed means an instant loss of 10%(!), 2x decrease rate of the AR, yet remains a non-
instagib attack. So the best idea might be to stab someone and then turn invisible and jumpjet upwards into the air for a short while, and land on the other
dudes head <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<b>Oh yeah</b>, the jumpjets. Everyone gets jumpjet power, enough for 4 seconds of continous "boosting". This is useful for getting back down to earth, or avoiding
getting splattered all over the moonside from going too high in the sky(again, gameplay>realism decision). Or for getting away from/to places fast. This does
not recharge. Ever. You have to die to get new fuel. Again for 4 seconds, even if you never used/used all your fuel or anything in between.
<b>There might</b> possibly be "shield power" which would have to be reduced to 0 before you can start punching holes in peoples suits. Or it might stop the oxygen
loss(yet not repair it - getting hit is permanent until death do you part.)
Obviously, since you're on the moon, you fight in constant low gravity.
More might come(like giving the lander up to 100 hp by sacrificing your own oxygen or something, instead of welders or wrenches, or maybe some sort of mine)
<span style='font-size:17pt;line-height:100%'><b>Weapons</span></b>("Finally!", I hear you say. There aren't many though.)
(In order of least->most useful)
<span style='color:green'><b>1. Pistol</b>. Hitscan, will stop people from moving for 1-3 seconds, yet not from shooting you... No secondary(yet.)</span>
<span style='color:gold'><b>2. The obligatory automatic weapon.</b> </span>However it is NOT hitscan, and has a fairly slow rate of fire(RoF). The projectiles themselves are also rather slow, so
there might be some "bullet-dodging action in space". If you want backstory(backstory, shmackstory), well I would blame it on ordinary guns needing oxygen.
(This might actually be dead wrong, but I do not know much about guns)
Secondary charges up a single bolt, which will not do "more damage", but go 3x the speed of an ordinary bolt. You can hold a charge in the gun (virtually)
forever. 30 shots in clip; 150 spare(unlikely though you are to use it all up)
<span style='color:red'><b>3. Knife that gives you invisibility</b>(name pending). This would look like some weird blacksmith tried to combine a sledge with a knife.</span>
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->______
| | <== machinery for invisibility
| |
______
||
||
\/ <== stabbin' part<!--c2--></td></tr></table><div class='postcolor'><!--ec2--><span style='color:red'>
Secondary fire toggles 100% invisibility. Yes, 100%, no energy cost or anything. You can't even see them while moving.
Except that all players throw up dust around their feet when they run(if NS could do it with pheromones...). Should in fact be quite easy to see someone
running around with this on. Walking or crouching severely reduces the amount of dust that is thrown up(smaller sprite + less frequent), but it is still
there. Unlike Tribes, your jumpjet does not reveal your location when you use it while cloaked. Though you still make the jet noise.
See Oxygen explanation for how stabbing is more useful than shooting someone, if running around invisible isn't enough for you.</span>
<span style='color:pink'><b>4. RAWCAT LAWNCHAIR!</b></span>(Name also pending) Explosive, fairly fast rockets. Blast radius is about 2x as large as that of the HLDM RPG-launcher. However...
It only damages the HQ. And does so much much more than any of the other weapons which do like 1 dmg per shot. I haven't decided yet, but probably >100 dmg.
Astronauts caught in the blast are thrown away. Hard. If you are in the air when a nearby rocket explodes... say hello to orbit. Two rockets, reloading the
second takes quite some time, yet not "insanely long". Secondary fires a SUPAR FAST homing missile for hitting other astronauts zipping around. Nulls their
velocity and stops them from shooting for 3 seconds.
<span style='color:blue'><b>5. STUN LAZAR!!!11 </b>Very much like the hldm gauss gun, though it does not harm players. Stops people from moving AND shooting, duration depending on how much
the shot was charged(1-6 seconds). Primary recharges the ammo, secondary is the stun laser itself. And yes, it has the recoil of the original gauss gun. You
might not need the jumpjet if you don't need to fire at other players so often. Does slightly more dmg to HQ's than the automatic weapon, but likely still
a tiny amount.</span>
Thats all weapons so far.
<span style='font-size:17pt;line-height:100%'><b>Classes.</span></b>
1. Standard class, has the automatic weapon and the knife.
2. Rocket class, has the rocket launcher and the pistol.(notice how this class cannot do any direct damage to players)
3. ZOOM ZOOM, has the stun laser. You shouldn't need anything else really.
Maps would take place in large craters and on the lava seas(mares?), and when I say large craters I mean pretty damn huge, so that there can be hills and
such that you can take cover behind...
Thats it for now.
EDIT:<b>One more thing.</b> I can't code c or c++... yet. So, for now this is just an idea for others to use. However I should be getting started sometime next year, so it's not just idle dreaming.
Bit like TFC.
There are 2 teams - identical. And players are hereby known as "Astronauts". Because that is what they are...
<b>Now for features</b>(not weapons). You start out near your HQ - a structure, or func_breakable perhaps, except that it will need special properties.
Likely a new entity altogether.
It looks like an Apollo lander.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ___
/ \
| |
_\___/_
| |
______
/ | \
- - -<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
<span style='color:teal'>Gah, something like that, I'm getting reference pics before this is done anyway.</span>
<b>There is no </b>"health" as such, but rather an Oxygen % meter. This is not used over time, which can be changed to discourage camping, but is a gameplay>realism
decision. Should you get shot or stabbed, you will start loosing % at a steady rate, simulating a hole in your space suit(if although much slower death).
<b>The rate</b> would be something like -2%/second per shot wound. Getting stabbed means an instant loss of 10%(!), 2x decrease rate of the AR, yet remains a non-
instagib attack. So the best idea might be to stab someone and then turn invisible and jumpjet upwards into the air for a short while, and land on the other
dudes head <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<b>Oh yeah</b>, the jumpjets. Everyone gets jumpjet power, enough for 4 seconds of continous "boosting". This is useful for getting back down to earth, or avoiding
getting splattered all over the moonside from going too high in the sky(again, gameplay>realism decision). Or for getting away from/to places fast. This does
not recharge. Ever. You have to die to get new fuel. Again for 4 seconds, even if you never used/used all your fuel or anything in between.
<b>There might</b> possibly be "shield power" which would have to be reduced to 0 before you can start punching holes in peoples suits. Or it might stop the oxygen
loss(yet not repair it - getting hit is permanent until death do you part.)
Obviously, since you're on the moon, you fight in constant low gravity.
More might come(like giving the lander up to 100 hp by sacrificing your own oxygen or something, instead of welders or wrenches, or maybe some sort of mine)
<span style='font-size:17pt;line-height:100%'><b>Weapons</span></b>("Finally!", I hear you say. There aren't many though.)
(In order of least->most useful)
<span style='color:green'><b>1. Pistol</b>. Hitscan, will stop people from moving for 1-3 seconds, yet not from shooting you... No secondary(yet.)</span>
<span style='color:gold'><b>2. The obligatory automatic weapon.</b> </span>However it is NOT hitscan, and has a fairly slow rate of fire(RoF). The projectiles themselves are also rather slow, so
there might be some "bullet-dodging action in space". If you want backstory(backstory, shmackstory), well I would blame it on ordinary guns needing oxygen.
(This might actually be dead wrong, but I do not know much about guns)
Secondary charges up a single bolt, which will not do "more damage", but go 3x the speed of an ordinary bolt. You can hold a charge in the gun (virtually)
forever. 30 shots in clip; 150 spare(unlikely though you are to use it all up)
<span style='color:red'><b>3. Knife that gives you invisibility</b>(name pending). This would look like some weird blacksmith tried to combine a sledge with a knife.</span>
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->______
| | <== machinery for invisibility
| |
______
||
||
\/ <== stabbin' part<!--c2--></td></tr></table><div class='postcolor'><!--ec2--><span style='color:red'>
Secondary fire toggles 100% invisibility. Yes, 100%, no energy cost or anything. You can't even see them while moving.
Except that all players throw up dust around their feet when they run(if NS could do it with pheromones...). Should in fact be quite easy to see someone
running around with this on. Walking or crouching severely reduces the amount of dust that is thrown up(smaller sprite + less frequent), but it is still
there. Unlike Tribes, your jumpjet does not reveal your location when you use it while cloaked. Though you still make the jet noise.
See Oxygen explanation for how stabbing is more useful than shooting someone, if running around invisible isn't enough for you.</span>
<span style='color:pink'><b>4. RAWCAT LAWNCHAIR!</b></span>(Name also pending) Explosive, fairly fast rockets. Blast radius is about 2x as large as that of the HLDM RPG-launcher. However...
It only damages the HQ. And does so much much more than any of the other weapons which do like 1 dmg per shot. I haven't decided yet, but probably >100 dmg.
Astronauts caught in the blast are thrown away. Hard. If you are in the air when a nearby rocket explodes... say hello to orbit. Two rockets, reloading the
second takes quite some time, yet not "insanely long". Secondary fires a SUPAR FAST homing missile for hitting other astronauts zipping around. Nulls their
velocity and stops them from shooting for 3 seconds.
<span style='color:blue'><b>5. STUN LAZAR!!!11 </b>Very much like the hldm gauss gun, though it does not harm players. Stops people from moving AND shooting, duration depending on how much
the shot was charged(1-6 seconds). Primary recharges the ammo, secondary is the stun laser itself. And yes, it has the recoil of the original gauss gun. You
might not need the jumpjet if you don't need to fire at other players so often. Does slightly more dmg to HQ's than the automatic weapon, but likely still
a tiny amount.</span>
Thats all weapons so far.
<span style='font-size:17pt;line-height:100%'><b>Classes.</span></b>
1. Standard class, has the automatic weapon and the knife.
2. Rocket class, has the rocket launcher and the pistol.(notice how this class cannot do any direct damage to players)
3. ZOOM ZOOM, has the stun laser. You shouldn't need anything else really.
Maps would take place in large craters and on the lava seas(mares?), and when I say large craters I mean pretty damn huge, so that there can be hills and
such that you can take cover behind...
Thats it for now.
EDIT:<b>One more thing.</b> I can't code c or c++... yet. So, for now this is just an idea for others to use. However I should be getting started sometime next year, so it's not just idle dreaming.
Comments
/me rolls eyes
I know its late but you could at least try to not post just for the sake of postcount++...
<!--QuoteBegin-Thursday-+,--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ ,)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> www.moddb.com forums<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You're joking, right?
the shot was charged(1-6 seconds). Primary recharges the ammo, secondary is the stun laser itself. And yes, it has the recoil of the original gauss gun. You
might not need the jumpjet if you don't need to fire at other players so often. Does slightly more dmg to HQ's than the automatic weapon, but likely still
a tiny amount.</span>
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sort of like the hornet freeze ray in Rocket Crowbar 2, right?
Also I would say this should be for HL2 because of the bhopping in low grav.
/edit: I <i>would</i> help you with this, but I'm a bit busy with an HL2 mod of my own.
Gah I'm too tired to think.
Right you are, Caboose.
Rockets = not oxegen