Location: JBPLAY \ Meteor 2 \ Suggestions \ Charging Weapons would be options Back to Threads |
Dave Man
Joined: 19 October 2003 Posts: 374 |
12 April 2005 00:57 (UK time)
While thinking in the middle of class today I came up with a neat list of would be (nice to have) charging weapon options: 1) There would need to be a "Charging Speed (100 / X)" That would determine the speed at which the weapon charges. 2) There would then need to be a "Max Charge" Which would be some number that would represent the damage the projectile would do and the max amount the weapon can charage to. 3) There would also need to be a "Heat Release Speed" Which would be how fast the weapon cools down from its last charge (like the last charge but backwards to zero when it can fire again) After those features you would need to have a projectile picture with special features like having a light around the projectile that increases in size compared to the charge, a energy trail that can be deterimened in max length by the user but will increase (unitl max length) with the charge, and a fireing sound that will increase in pitch the longer you charge it till full charge. Then it would really be nice to have a charge time limit, a limit on how long you can hold a max charge. Ammo dispersion could use a direct ratio to the charge, the ammo drains until max charge is reached or there is no more ammo in the clip. In the case of no more ammo in the clip the weapon would hold that charge and not reload until it was fired. You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
12 April 2005 18:19 (UK time)
Charging would be great for the minigun, since it is incredibly fast and annurate at the same time, thus making it the ultimate killing weapon for online play.
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mike323
Posts: 745 |
13 April 2005 01:09 (UK time)
Bending a sound pitch might be a bit hard, what if there were two sound effects called charge up and charge down, then if you cancel the charge by releasing the mouse it would play charge down. You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
13 April 2005 01:55 (UK time)
Im picturing soldats Minigun right now, you click the mouse and you hear the gun begin rotating, then after your done firing it winds down again.
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Zable Fahr
![]() Joined: 04 November 2004 Posts: 74 |
13 April 2005 04:09 (UK time)
How about an additional property called "Next Weapon Stage": Next Weapon Stage - When the weapon becomes fully charged, it "turns into" the weapon specified by this property until the weapon is discharged. It can be a completely different weapon, with different sprite (so you can set a different lighting to represent charge), different HUD sprite, and most importantly different projectile. The new weapon can also have charge properties and a different Next Weapon Stage, meaning that you can have multi-stage weapons. You can have for example an energy cannon that fires when uncharged a medium-range energy beam, but when you charge it for 1 second, it fires a longer-range beam that does more damage (and has a different animation), but if instead you decide to charge it for 4 more seconds, the weapon graphic changes into a glowing one, and you can fire a fusion blast. P.S. There should probably also be an option to adjust ammo usage (because charged attacks will probably use more ammo) Edited: 13 April 2005 04:13 You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
13 April 2005 13:29 (UK time)
More or less it would also be nice to have a charging bar to depicte how charged the weapon is. Mutilple weapons on a chrage is a great idea but it should be optional... for instance in my planed mod True Side (it would be my third mod and I won't start working on it till I get the city done (2 maps, all wepaons and enemies and still counting)) I plan on having a weapon called the Blast Cannon. It would be a charging weapon that would act much like a bazooka. You could charge the weapon to provide a farther blast and much stronger one. In this case I wouldn't want multiple weapons, just stronger ones. Sound pitch can also be avioded too, but you would have to make sure too have three sounds: Power_up, Power_down, and Fully_charged. You wouldn't want the charging sound to repeat if you're fully charged. You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
13 April 2005 21:18 (UK time)
F.ART!! ![]() You need to login to create posts in this thread. |
Zable Fahr
![]() Joined: 04 November 2004 Posts: 74 |
14 April 2005 06:18 (UK time)
I wonder how the AI will use chargeable weapons? Should they always fire a weapon without charging it or should they always charge it up? Given the versatility of a chargeable weapon and the potential to use it poorly, I can picture enemy units spending forever charging a weapon and get shot at before they can fire, or enemies sending a shower of uncharged lasers at you that do next-to-nothing damage. My opinion is that enemies should always spend their spare time charging all their weapons to full, so by the time they see you, they'll be ready. Then after that they switch to firing uncharged shots. Enemies with chargeable weapons should be designed so that they cannot be rendered unbalanced or useless by this behavior (i.e. don't give them a chargeable weapon in the first place if this behavior doesn't fit.) You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
15 April 2005 21:23 (UK time)
Yes, there should be an option for "charge weapons?" varible in the object editor. You would only use this if the enemy uses a charge weapon, otherwise it by defalt is set to false. <b>OK, first, lets set some random varibles here: At full charge, the specific charge weapon I am using as an example will deal 50 damage and penetrate your armor level at 50.</b> When in charge weapons mode, the enemy will by default charge its weapon. When it fires it, its charge times afterwords depend on your distance away. So if your half way away from the gun range, the enemy will charge only half way and fire, otherwise. To make this more "unpredictable", your distance will still affect charge times for enemy. But, it will also charge based on your health. For instance, when you are halfway from the weapons range, it will by default shoot only half charge. But, if your health is at 100 or more (if your in a vehicle it would be considered more), it would fire not at 50%, but higher in random values of 51%-60%. If your health was 30, and you were half way, it woulndt shoot at charge of 50%, but a charge of 49%-40%. This will make you think about how to combat these oppenents. A very formidable oppenent indeed. How to implement? Think about how you did your armor ratings, and how they changed the orignal damage-to-health ratios. You could bend and twist this concept alittle, to successfully make a charge weapon. Edited: 15 April 2005 21:26 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
16 April 2005 03:37 (UK time)
Hmm... with people given the option to charge weapons they have to continuosly attack for a few seconds (charge) and then let go for a second, this would also be interesting for the AI since they constantly fire at you giving you no time to run Although this is not what theyre trying to do. Maybe it could be a benefit for them for not holding onto the fire button. Like increasing the spray factor by 1 ever 0.5 seconds. But on the other hand I thought of charging weapons like a delay before firing, like when you hold the fire buttonon a minigun the barrel would have to spin then fire.
Edited: 16 April 2005 03:38 You need to login to create posts in this thread. |
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