Poll

Answer!

f12
15 (34.1%)
f11
29 (65.9%)

Total Members Voted: 43

Author Topic: Weapons with special abilities  (Read 4762 times)

0 Members and 2 Guests are viewing this topic.

Offline |_ancer

  • Soldier
  • **
  • Posts: 153
  • again and again.
Weapons with special abilities
« on: August 17, 2009, 02:28:57 am »
Give every weapon a special ability. Extra ammo, mini-scope a simple grenade launcher to just name a few.

Offline pavliko

  • Soldat Beta Team
  • Camper
  • ******
  • Posts: 397
  • >‿‿◕
    • Offical TTW Community
Re: Weapons with special abilities
« Reply #1 on: August 17, 2009, 03:25:04 am »
Sounds cool,but that would require new weapon balancing...
The safest thing to do is jumping out of a plane!

Offline STM1993

  • Rainbow Warrior
  • *****
  • Posts: 2072
  • It's been a long time.
Re: Weapons with special abilities
« Reply #2 on: August 17, 2009, 05:24:01 am »
It kills game simplicity and complicates weapon balance and is currently not necessary.

F11.

Offline bxn

  • Major
  • *
  • Posts: 70
Re: Weapons with special abilities
« Reply #3 on: August 17, 2009, 05:27:30 am »
f11 ^

Offline scarface09

  • Veteran
  • *****
  • Posts: 1153
  • Arsenal Supporter For Life
Re: Weapons with special abilities
« Reply #4 on: August 17, 2009, 05:27:43 pm »
Actually, this depends on what gamemode
Football is the other face of the world. If you don't like it, then you can get the hell out!

Offline Furai

  • Administrator
  • Veteran
  • *****
  • Posts: 1908
    • TransHuman Design
Re: Weapons with special abilities
« Reply #5 on: August 17, 2009, 06:02:15 pm »
F11.
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Weapons with special abilities
« Reply #6 on: August 18, 2009, 12:07:57 am »
It'll completely destroy normal game play and weapon balance and make the game less desirable to be played by most.

Plus a lot of this stuff can be accomplished easily with scripting and weapon modding. (and has)

F11.
There are other worlds than these

Offline F4||3N

  • Soldier
  • **
  • Posts: 245
Re: Weapons with special abilities
« Reply #7 on: August 18, 2009, 02:12:26 am »
I dunno. I f12'd but it might ruin the game

Maybe just another power up box.
Basically the same concept as what you're saying, though you only receive it after picking up the box.

Doing that would have no harm on normal gameplay!
Since powerup boxes aren't used on every server, and when they are, they're quite rare!

Offline demoniac93

  • Veteran
  • *****
  • Posts: 1554
Re: Weapons with special abilities
« Reply #8 on: August 18, 2009, 10:46:56 am »
No...Reasons are clear and mentioned already.
It's too complicated, and how would you operate those special "scopes" and "nade launchers"?
b&

Offline pinOi32

  • Camper
  • ***
  • Posts: 339
  • "Bravo kid's bad day"
    • Newgrounds
Re: Weapons with special abilities
« Reply #9 on: August 21, 2009, 03:23:14 pm »
I think its a good idea
Pls use my amazing interface:
http://forums.soldat.pl/index.php?topic=27584


I WIN!!

WHY MY KARMA SUCK??

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Weapons with special abilities
« Reply #10 on: August 22, 2009, 01:20:25 pm »
Every weapon already does have sort of a special ability. LAW doesn't get binked, barrett has zoom, DEagles shoot 2 bullets at the same time, knife can be thrown, etc.
Anything more than that would lead to balance issues, take away some of each weapon's style, take away the importance of secondaries (why use LAW if you have built-in grenade launcher?)
« Last Edit: August 22, 2009, 01:24:16 pm by L[0ne]R »

Offline croat1gamer

  • Veteran
  • *****
  • Posts: 1327
  • OMG CHANGING AVATAR!!! ^ω^
Re: Weapons with special abilities
« Reply #11 on: August 22, 2009, 01:54:54 pm »
Just it needs to be unhardcoded and added in the weapons.ini file.
Last year, I dreamt I was pissing at a restroom, but I missed the urinal and my penis exploded.

Offline scarface09

  • Veteran
  • *****
  • Posts: 1153
  • Arsenal Supporter For Life
Re: Weapons with special abilities
« Reply #12 on: August 22, 2009, 08:42:52 pm »
Its not that bad of an idea...if he means for game modes like rpg or wcs then its cool. But not for the original gameplay and everything.
Football is the other face of the world. If you don't like it, then you can get the hell out!

Offline |_ancer

  • Soldier
  • **
  • Posts: 153
  • again and again.
Re: Weapons with special abilities
« Reply #13 on: August 23, 2009, 04:30:17 am »
Also I suggest that you can also turn it on or off, based on the admin of the server.

Offline demoniac93

  • Veteran
  • *****
  • Posts: 1554
Re: Weapons with special abilities
« Reply #14 on: August 23, 2009, 06:11:01 am »
Ugh, no means no, you couldn't get this running on any server whatsoever, I wouldn't even take this into TTW.
b&

DarkCrusade

  • Guest
Re: Weapons with special abilities
« Reply #15 on: August 23, 2009, 12:34:44 pm »
There are already special abilities:

-Desert Eagles: 2 bullets for each round => double damage.
-HK MP5: Better aim when being crouched (test it).
-Spas 12: Shotgun mode and special roundreload.
-M79: Instant kill on direct hit and splash damage.
-Barret M82A1: Scope function when being crouched or prone.
-Combat Knife: You can throw it and you can stab enemys.
-M72 LAW: Doesn´t get binked.

Add extra ammo? The weapons are balanced right now. Adding extra ammo ruins the balancing. MiniScope? On which weapon please? Maybe add a scope to the minigun! I would laugh out loud on that one. Oh! WHY NOT SCOPE THE KNIFE!? ;D

Grenade launcher is similiar to a new weapon that would need to be added and as that it is in the Don´t-Suggest list that you should have read before posting this right here.

Offline Shard

  • Camper
  • ***
  • Posts: 449
  • yeet
Re: Weapons with special abilities
« Reply #16 on: August 23, 2009, 01:23:30 pm »
To end all weapon suggestions, EVERYTHING to do with the weapons needs to be unhardcoded and added to a weapons .ini file...

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Weapons with special abilities
« Reply #17 on: August 24, 2009, 03:33:09 pm »
To end all weapon suggestions, EVERYTHING to do with the weapons needs to be unhardcoded and added to a weapons .ini file...

Seconded.

And maybe add some sort of pickup bonus that ads scope to every gun?
There are other worlds than these

Offline croat1gamer

  • Veteran
  • *****
  • Posts: 1327
  • OMG CHANGING AVATAR!!! ^ω^
Re: Weapons with special abilities
« Reply #18 on: August 24, 2009, 04:47:05 pm »
And maybe add some sort of pickup bonus that ads scope to every gun?
Nice one.
What if you have barret though?
Last year, I dreamt I was pissing at a restroom, but I missed the urinal and my penis exploded.

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Weapons with special abilities
« Reply #19 on: August 24, 2009, 04:50:33 pm »
And maybe add some sort of pickup bonus that ads scope to every gun?
Nice one.
What if you have barret though?

Maybe make the barrett scope go even farther?
There are other worlds than these