Movement and Weapons idea.

Discussion regarding characters and weapons.
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bass3kick
Posts: 8
Joined: Dec 2nd, 2017, 3:42 pm
Location: Croatia

Movement and Weapons idea.

Post by bass3kick » Dec 14th, 2017, 1:26 am

Movement:
1.)Bunny Hop which increases speed with indicator/bar on left side for "maximum speed achieved" , you bunny hop and increase movement speed/velocity like in quake with less effort moving your keys very friendly.
2.)Dodge which you can do while moving or doing bunny hop without risking of loosing movement speed.
3.)Simple wall dodge, where you dodge from wall, loosing velocity that goes down in "maximum speed achieved" indicator, to a specific number depending on how much you are from ground. Up to 50% without damage taken from falling, to 0% with damage taken from falling.
4.) Remove multiwall dodge, breaks maps alot, and makes no sense at all.
5.)Add crouch and silent walk (cannot be heard by enemy, looses 50% of original movement speed). By clicking crouch or walk it removes velocity from bunny hop to walk speed.

Weapons:
1.)Grinder - replace sword with Grinder. Damage depending on speed of Grinder, takes up to 3 seconds to charge up to max speed, max speed does 100 dmg.
Image
2.)Nailgun - Primary shoots nails at enemy each hit does 8 dmg, secondary 3 nails at same time which go in vertical line. Image
3.)Impulse - Primary is LG like in quake, secondary shoots Pulses like current weapons. There is no need to have 2 weapons for this.
4.)Tesla- Primary shoots like Shock Rifle (unreal tournament). Secondary releases something simliar to shock ball, which explodes into Thunder, thunder is not very "ball looking" more like thunder spread into size of ball, like this, without ball when it explodes! : https://neslepaks.deviantart.com/art/Th ... l-48856944
4.)RocketLauncher - Primary is good. Secondary add grenade launcher to it.
5.)Rail - Instead sniper, everyone loves rail. Secondary adds zoom.


Tell me what you think!
Peace! :)

jackycola
Posts: 16
Joined: Nov 30th, 2017, 10:21 pm
Location: My room

Re: Movement and Weapons idea.

Post by jackycola » Dec 14th, 2017, 2:21 pm

I think you described a cheap quake 3 clone which would not be unique.


My Ideas on movement is:

Keep it as it is. BUT build maps that can use it. The existing maps felt boring to move. I dont want to be mean but if you have this special wall dodge you should think with it and build maps especially for it. No little long shitty corridors or closed in sections. You put very good movement but give no space to use it. There should be maps where its fun and needed to line up dodge combos, get over gaps and death falls or simply feel comfortable and not closed in within a small corridor. compared to the actual maps i think the scale must be higher. you can move fast, jump high and doge a lot but the maps are small.
Id like to try some examples if you can releasse the editor one day.


My Idea on weapons is:
Id like the exact opposite. Dont use stuff that has been in quake or in every other game. But the actual weapons are not that unique. Its unfair to compare with a gold like UT, but just look at it as example... the shock rifle as one of the most iconic weapons of all time. the link gun that you can link up with teammates. the rocket launcher that can load multiple, auto aim and shoot in 2 ways, the translocator together with the impact hammer can be shot through the map, in 2k4 she shieldgun that can reverse shock balls and more.
For example the electrogun could have an altfire that puts an electric short range blast with more damage. the grenade could have a second fire where the nade will stick to players and walls and explode on proximity or 5 seconds (imagine someone running around with nade on him) whatever you do it should add to be unique and worth making good kills with. the plasma 2nd could shoot a slower moving higher damage ball charge it by holding down but releasse if you hold to long (like dispersion pistol from unreal 1) these are not concrete concepts but examples of what could be and make shooting more interactive than hit primary fire.

so to say it short: your weapons are not special yet. you should have at least 1 really unique gun and all weapons should have second fire that is not in every game and does add tactic and make the player think more than simply point and click.

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Jerem
Posts: 25
Joined: Nov 30th, 2017, 7:21 pm
Location: France
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Re: Movement and Weapons idea.

Post by Jerem » Dec 14th, 2017, 9:23 pm

True !
Bass3kick describes Quake-like movements with Quake Gauntlet and UT rocket launcher inspiration.
I think Bass3kick should check https://www.reflexarena.com/.

Yes it's basic, but it's effective. Getting started with the weapons is easy and that's what we are looking for.
The work on the weapons is not finished. As you can see, all weapons don't have a secondary fire.
-> An upcoming update will correct the secondary fire for the Shotgun and add one for the SMG :geek:

I thought one of you was going to ask me to put the Ripper :)
Master Arena project leader.

jackycola
Posts: 16
Joined: Nov 30th, 2017, 10:21 pm
Location: My room

Re: Movement and Weapons idea.

Post by jackycola » Dec 15th, 2017, 1:52 pm

put the ripper.

bass3kick
Posts: 8
Joined: Dec 2nd, 2017, 3:42 pm
Location: Croatia

Re: Movement and Weapons idea.

Post by bass3kick » Dec 15th, 2017, 6:01 pm

Jerem wrote:
Dec 14th, 2017, 9:23 pm
True !
Bass3kick describes Quake-like movements with Quake Gauntlet and UT rocket launcher inspiration.
I think Bass3kick should check https://www.reflexarena.com/.

Yes it's basic, but it's effective. Getting started with the weapons is easy and that's what we are looking for.
The work on the weapons is not finished. As you can see, all weapons don't have a secondary fire.
-> An upcoming update will correct the secondary fire for the Shotgun and add one for the SMG :geek:

I thought one of you was going to ask me to put the Ripper :)
bass3kick has already purchased Reflex, and has no need to play it again. I am not talking about reflex here, you either read whole thing before you quote me, or you don't reply at all :)!

jackycola
Posts: 16
Joined: Nov 30th, 2017, 10:21 pm
Location: My room

Re: Movement and Weapons idea.

Post by jackycola » Dec 16th, 2017, 11:26 am

bass3kick wrote:
Dec 14th, 2017, 1:26 am

Weapons:
1.)Grinder - replace sword with Grinder. Damage depending on speed of Grinder, takes up to 3 seconds to charge up to max speed, max speed does 100 dmg.

2.)Nailgun - Primary shoots nails at enemy each hit does 8 dmg, secondary 3 nails at same time which go in vertical line.
Add:

1. Sanding Machine. Very close range but can be thrown altfire. Cable lengh is max throwing lengh with 2 seconds to draw it back in hand. Does kill if thrown to head.

Image

2. Stationary Drilling Machine. Slows you down a lot when walking but does high amount of damage once enemy is in the drill. Altfire: activate build in wheels to move faster but must be deactivated before usage for safety.

Image

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Jerem
Posts: 25
Joined: Nov 30th, 2017, 7:21 pm
Location: France
Contact:

Re: Movement and Weapons idea.

Post by Jerem » Dec 16th, 2017, 9:29 pm

bass3kick wrote:
Dec 15th, 2017, 6:01 pm
Jerem wrote:
Dec 14th, 2017, 9:23 pm
True !
Bass3kick describes Quake-like movements with Quake Gauntlet and UT rocket launcher inspiration.
I think Bass3kick should check https://www.reflexarena.com/.

Yes it's basic, but it's effective. Getting started with the weapons is easy and that's what we are looking for.
The work on the weapons is not finished. As you can see, all weapons don't have a secondary fire.
-> An upcoming update will correct the secondary fire for the Shotgun and add one for the SMG :geek:

I thought one of you was going to ask me to put the Ripper :)
bass3kick has already purchased Reflex, and has no need to play it again. I am not talking about reflex here, you either read whole thing before you quote me, or you don't reply at all :)!
What the hell ?
Are you serious ?
There is no place for trolls here.
Before do some proposition, maybe try to start the game.
Master Arena project leader.

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