new weapon concept

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Re: new weapon concept

Postby Yoda almighty » Mon Feb 15, 2010 6:51 pm

my idea for the gauntlet to compensate for the speed would to have the swing of the weapon be accompanied be a lunge foreward.
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Re: new weapon concept

Postby Flying Steel » Mon Feb 15, 2010 6:57 pm

@Roanoke

Sometimes a telescoping bayonet is just a telescoping bayonet.

IMO, yes, mechanical, non-futuristic non-plasma type stuff fits because the game is already full of them. Ballistic weapons and explosive weapons make up most of the weapons in the game, really the plasma weapons are the odd ones out. You also have mechanical android character models, spiderbot vehicles, the revolving mortar (and similar for the RL), turrets with shock absorbing action to disperse recoil, maps with hydraulic elevators and giant agitators that mix the quintessential glowing green acid.

BUT, if a lightsaber type visual effect is preferable, then IMO that would work too. The main thing is that whatever it is has good reach, so that there are enough opportunities to use it in the game.


@Yoda

Yeah a lunge would work too, but it might require more special code. I'm throwing this out as a possibility in case it is an easier solution (I'm not sure myself, I'm not a coder).
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Re: new weapon concept

Postby Yoda almighty » Tue Feb 16, 2010 9:32 pm

Image

here is a slight redo of the original design. 630 polys.
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Re: new weapon concept

Postby FruitieX » Thu Feb 25, 2010 7:50 am

Nice one. Like this design the most. I will use this in Nexrun when you release it. :)
Image
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Re: new weapon concept

Postby Roanoke » Sat Feb 27, 2010 5:59 pm

Flying Steel wrote:IMO, yes, mechanical, non-futuristic non-plasma type stuff fits because the game is already full of them. Ballistic weapons and explosive weapons make up most of the weapons in the game, really the plasma weapons are the odd ones out. You also have mechanical android character models, spiderbot vehicles, the revolving mortar (and similar for the RL), turrets with shock absorbing action to disperse recoil, maps with hydraulic elevators and giant agitators that mix the quintessential glowing green acid.

BUT, if a lightsaber type visual effect is preferable, then IMO that would work too. The main thing is that whatever it is has good reach, so that there are enough opportunities to use it in the game.


@Yoda

Yeah a lunge would work too, but it might require more special code. I'm throwing this out as a possibility in case it is an easier solution (I'm not sure myself, I'm not a coder).

Well, we don't have a revolving mortar or anything (or even turrets). But I see your point. I would say that a lunge would be a more difficult solution because you need to change the position of the player rather than make a "projectile". However, I am also not a coder.
Yoda almighty wrote:
here is a slight redo of the original design. 630 polys.

I have to say, I like this better than the other version. This seems cleaner and more streamlined.
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Re:

Postby huntz » Tue Mar 16, 2010 8:54 am

Lee_Stricklin wrote:Looks pretty cool, however Nexuiz is too fast (it's faster than Quake 3/Live) for a switchable melee weapon. In my opinion it needs to be off-hand (like the jet pack or the hook in 2.4) like Modern Warfare's knife so that it can be used when needed. For the purpose of being off-hand I think it should have self-recharging (it depletes so that it can't be abused, but at the same time you always have it) ammo and only one fire mode. One thing that would be cool is if it could used to block shots in a similar way to that of UT99's impact hammer.


Is Modern Warfare's knife is a good knife? Can you post the picture of that knife?
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Re: new weapon concept

Postby Cuinnton » Fri Mar 19, 2010 5:37 am

I think the following functions with weapons need to be kept in mind with Nexuiz, especially with the addition of vehicles.

-Melee weapon for close range attack
-EMP weapon to disable vehicles and also cause rockets to exploded in mid air :) which would be very fun agents rocket monkeys
-repair weapon to repair damaged vehicles and nodes in onslaught matches
-a shield weapon, say which only protects agents energy weapons, very useful agents nex camping consumes health or energy
-a secodary weapon to the shotgun, possible some sort of blunderbuss gun which is effective agents air vehicles

-of course there can be many other damage based weapons but i think those functional weapons will needed!

If you were able to convert one of there functions into a melee weapon it would be great. i personally think the EMP function would be fantastic :)
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Re: Re:

Postby Roanoke » Sat Mar 20, 2010 5:36 pm

huntz wrote:Is Modern Warfare's knife is a good knife? Can you post the picture of that knife?

He's not talking about the model, he's talking about the functionality.
Cuinnton wrote:I think the following functions with weapons need to be kept in mind with Nexuiz, especially with the addition of vehicles.

-Melee weapon for close range attack
-EMP weapon to disable vehicles and also cause rockets to exploded in mid air :) which would be very fun agents rocket monkeys
-repair weapon to repair damaged vehicles and nodes in onslaught matches
-a shield weapon, say which only protects agents energy weapons, very useful agents nex camping consumes health or energy
-a secodary weapon to the shotgun, possible some sort of blunderbuss gun which is effective agents air vehicles

-of course there can be many other damage based weapons but i think those functional weapons will needed!

If you were able to convert one of there functions into a melee weapon it would be great. i personally think the EMP function would be fantastic :)

I think an offhand close-medium range melee weapon is what we should try to accomplish right now.
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