Weapon Specific Upgrades

ThatOtherOtherGuyThatOtherOtherGuy Join Date: 2010-11-29 Member: 75340Members
Basically, the idea is that somewhere along the line in the tech tree, possibly later, possibly sooner, marine comm gets the ability to spend res on specific weapon upgrades. These could take many forms, such as:

Shotgun LV1: Unlock ricochet alternate fire.
Shotgun Lv2: Increase number of ricochets by 1

LMG LV1: Increase damage by XX%
LMG LV3: Change damage type to Heavy.

GL LV1: Increase blast radius grenades

FT LV1: Flames leave behind a burning residue in the world for 1 second.

etc, etc.

This is just a fun idea I think. It doesn't really solve any current gameplay problem the game suffers from right now, but it opens up more tech paths for a comm to follow, hopefully with the end result of making every game more dynamic instead of just trudging the same path over and over again. I think it would solve one future problem in the making though. The rifle currently is made a little obsolete late game. Not a huge thing now, but it will be only more pronounced for it and other weapons too as LV3 tech gets added as well as when the aliens finally get the rest of their player upgrades. A late game LMG now can at least handle skulks well enough, but a frenzied, carapaced, focused, sped up skulk with cloak will be another matter entirely.

Just a quick conclusion: fun idea, doesn't necessarily solve current problems, but adds more variety and is a solution for obsolete tech late game.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    interesting that no comments were made in this thread. this idea would add alot to the game in my opinion. but it should not be simple damage upgrades (since we already have those in the arms lab).

    for the shotgun, unlocking an alt attack would be cool (i already coded one). and in general those weapon specific upgrades would be utility (instead of damage boost).

    here are my ideas:

    Grenade launcher: nerve gas upgrade (there is already some lua code what I have seen). grenades leave a gas in the area, dealing some minor amount of damage to all life-forms in that area. last ~4 seconds, basically it's the same as spores

    ExtendedRifle: unlocks a "new" weapon which you can buy at the armory for 5 p.res. it's the same as the rifle but clip size is increased to 70

    shotgun: unlocks alt attack

    flamethrower: unlocks alt attack (my idea here was to throw some "fire grenade", which leaves the area in flames for ~10 seconds, consuming one clip of your flamethrower. to distinct it from the nerve gas grenades, simply make it burn away energy from all targets in that area and only minimal damage to hitpoints)
  • SomeMiceDrinkingTeaSomeMiceDrinkingTea Join Date: 2011-06-11 Member: 103818Members
    edited August 2011
    <!--quoteo(post=1870341:date=Aug 21 2011, 01:01 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 21 2011, 01:01 PM) <a href="index.php?act=findpost&pid=1870341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->interesting that no comments were made in this thread. this idea would add alot to the game in my opinion. but it should not be simple damage upgrades (since we already have those in the arms lab).

    for the shotgun, unlocking an alt attack would be cool (i already coded one). and in general those weapon specific upgrades would be utility (instead of damage boost).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Could you please tell use about this alt attack, i'm interested to know what it is.

    Flamethrower must have napalm grenades! These grenades would release a sticky, fiery gel that would stick to any surface, acting as an area denial weapon. Instead of doing large amounts of initial damage upon impact like a normal grenade would, it would do small amounts of damage that steadily increases, the longer an alien is hit the more damage it will suffer overtime, if more aliens are hit simultaneously more damage is dealt to each one. (think of the Spitter from L4D2). Would not drain adrenaline.

    The flamethrower's ability to cripple alien player's could be upgraded to effect structures as well; Hydras and Whips attack less, Harvesters gather resources less, a Shade's disorient ability is less effective, alien structures have their energy drained stopping them from using their triggered abilities etc.

    The Shotgun's alt attack could be some kind of Sonic/Flash bang grenade, instead of exploding it would instead sit on the floor and emit sonic waves that would momentarily warp an alien's vision in a similar way to the Shade for a few seconds before exploding. It could also force players out of Alien vision and into a warped normal vision, along with forcing nearby Fades out of their ethereal world and stopping them from blinking. It would also cause cloaked aliens to become visible.
  • assbdaassbda Join Date: 2011-05-02 Member: 96737Members
    i like the idea of spreading out the tech tree a bit creating more room for error.

    But those ideas need a bit of work, i mean napalm grenades for a flamethrower? might aswell just make it a whole new item like in ns1 inventory item #4
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Maybe a replacement flame thrower mode, like an acetylene flame? Less range but more damage?

    <img src="http://www.twi.co.uk/twiimages/jk34.jpg" border="0" class="linked-image" />
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1870409:date=Aug 21 2011, 03:31 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 21 2011, 03:31 PM) <a href="index.php?act=findpost&pid=1870409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe a replacement flame thrower mode, like an acetylene flame? Less range but more damage?

    <img src="http://www.twi.co.uk/twiimages/jk34.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    i like that idea. we have already area denial stuff (grenade launcher / FT primary attack) so something to make a FT guy less helpless when being alone would not be wrong.
    Currently in my mod the FT primary attack works different than in vanilla ns2. you "heat up" a target, which means at first you deal really low dps which becomes higher and higher. So, when you are alone you have not the firepower to kill anything bigger than a gorge (if you are slowly or miss even skulks can kill you), so some melee range attack with moderate DPS but without the burn effect would be nice. even the GL guys can defend themselve with their rifle attack

    about the shotgun: I have currently some sort of flechette, which increases damage taken of the target by some amount for 5 seconds once hit. the projectile itself doesn't do much damage, but everything else deals much more during that effect
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Now these are true level ups for weaponry.
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