Imploding Electo

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Electro should ?

Implode
12
71%
Explode
5
29%
 
Total votes : 17

Postby Workaphobia » Thu Dec 28, 2006 1:49 am

Instead of reengineering existing weapons to satisfy our cravings for new strategies, why not actually create a new weapon?

I remember when nexuiz 1.0 came out, there was a promise that the then-current implementation of nexuiz was but a sample of the game's power, that its true power was in the number of mods that it would spin off, and that this was especially true of the weapon system. Yet in the entire history of the game's existence, no one has added a single new weapon.

So I humbly suggest that somebody more skilled than I actually create a new weapon using existing, past, or unused models. You can be as creative or mundane as you like - if you just want to make something that you shoot to do straightforward damage, go for it. If you want something that has strange side-effects and combos like the electro, that'd be great too. If you want to steal from existing work, well that's why this project is open-source, isn't it? Why doesn't someone turn the grappling hook into a weapon item instead of an innate ability - sort of like the way the laser is not "built-in" to the character but supplied as an external tool? That way access to it could be controlled a bit more (e.g., it doesn't have to be supplied by default but can be picked up on the map), and it might fix some of the current issues that IMHO cause it to break gameplay. Don't like that idea? Ok, remember that laser-guided rocket feature that nobody likes to enable because we're so dependent on our precious simple right-click-to-detonate button? Make a new weapon slot for it, change a model or two, and put it into the mainstream game. That mod added in a whole new concept yet it's totally wasted if we don't see it in normal deathmatch games.

So in summary: The current system works well. Rather than alter existing strategies and existing balances, why don't we try to augment them with new ones?
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Postby Shoe » Thu Dec 28, 2006 2:58 am

I agree. I was wondering earlier why people were suggesting a retooling of a weapon that works perfectly fine rather than expanding and adding a new one.

Some might argue that too many weapons would make the game unwieldly, but UT2k4 handles it quite well. Both it and Half-life use a catagorical weapons system that makes large varieties of weapons quite easy to manage; this kind of approach could be used in Nex if more weapons were to be included in the future.
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Postby ai » Thu Dec 28, 2006 7:03 am

That's not a bad thing you brought up Worka, but I think it lacks people to make new mods, unless the guy who brought this up have will enough to make one, I could assist in making new weapon models and shells if need be, like the hook weapon or maybe as you suggested Worka, the laser laying on the ground.

Heh, actaully this conversation of redoing either crylink or electro made me use crylink more :P
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Postby C.Brutail » Thu Dec 28, 2006 8:28 am

THe developers don't create new weapons, becouse they can't :P I remember a discussion between divVerent and tZork, in they told me, there's no slot left for a new wepon in the code. BUT in the future, new weapons will be possible to have... You only need 4 magical notes in the very right order:

CSQC
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby kozak6 » Thu Dec 28, 2006 9:55 am

Yet in the entire history of the game's existence, no one has added a single new weapon.


Don't forget about the HLAC. That was kind of cool.

There was also a flare gun, but if I remember right, it was really screwy.
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Postby tZork » Thu Dec 28, 2006 11:44 pm

More weapons can be added, but not fully integrated with hudicons etc w/o csqc. Its true the current weaponsystem allows nomore then the current # of weps, and i had to do a realy ugly hakk to add the hlac and flaregun in tmod, however a redisigned wep system could support way more weapons if needed.

The current system's limitations is once reason not to add mroe weps, but not the only one. Adding a new weapon will (unless the new ones totaly useless) change the balance betwen the other weps possibly making gameplay totaly whacky. It can also be very good for gamplay ofc. Another wep also means more learning, and it its basicaly the same as one or more of the exsisting weps; just a bit better your better off boosting the other one imo.

kozak6 wrote:
Yet in the entire history of the game's existence, no one has added a single new weapon.


Don't forget about the HLAC. That was kind of cool.

Mmm i miss something like that in vanilla nexuiz still.

kozak6 wrote:There was also a flare gun, but if I remember right, it was really screwy.

Hehe indeed. It ended up more of a incindery rocketlauncher :twisted: then a flare.

I also experimented with the idea of more then two firemodes for each gun, the ones that have two well defined / usefull modes are way more interesting then ther other. And it thise can be combined its even more interesting. think of how popular the electro got after the inclusion of the electro combo.

Hmm.. Back to topic. :D

The impoding thing seems like a cool idea, and i would love to try it out online. im having a hard time seeing how it would affect gameplay so testing would surely be needed.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Workaphobia » Sat Dec 30, 2006 7:49 am

kozak6 wrote:
Yet in the entire history of the game's existence, no one has added a single new weapon.


Don't forget about the HLAC. That was kind of cool.

There was also a flare gun, but if I remember right, it was really screwy.


I'm not familiar with either of these. Can you please post a link to this "tmod"?
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Postby tZork » Sat Dec 30, 2006 8:46 am

Atm im not sure where i put the source for it :oops: ill provide a link to it when/if i find it again. You would need a historic nexuiz relese to run it on too (1.2 iirc)

There is a tMod om my server (http://zdev.dvrdns.org/) however thats a 2.x rewrite of it that does not yet have thise extra weapons.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Workaphobia » Sun Dec 31, 2006 5:23 am

Don't sweat finding it then, it's not worth setting up the legacy environment. I was just curious what those weapons looked and felt like.
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Postby kozak6 » Mon Jan 01, 2007 2:17 am

HLAC stands for Heavy Laser Assault Cannon. It looked pretty cool. It was all green and black.

It was quite a bit like a Q2 Hyperblaster, except the longer you fired it, the more it spread.

If I remember right, the secondary was like a massive shotgun blast of the projectiles.

The flaregun was weird. I don't remember much about it. All I remember is that the projectiles flew in straight lines and bounced like crazy, and that they could set you on fire.

The laser was also modified so that the secondary would fire massive BFG blasts of doom for 50 cells each.
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