DarkBarrage99
New Member
alrighty, hello and whatnot. played L:FE but haha, they kinda vanished
I've been playing all kinds of fps games since I was 10 years old, quake, unreal, half life, doom, painkiller, tribes, what have you. in all those games, each weapon had it's own properties. for instance, in quake 3/live, if you wanted the option to have pin point accuracy you had the choice between the rail gun, a single shot hitscan sniper weapon that could go on forever and deal a massive amount of damage with a very long refire rate; and your other option being the lightning gun, with a range of about 10 or 12 meters, an blindingly fast refire rate (and massive amount of ammo to keep up), small damage per shot, combined with it's firing rate, just as powerful as the railgun. the difference here is that the rail gun is a fire and forget gun(not unlike your L:O laser rifle) and your lightning gun is a weapon that requires you to stay on your opponent and blast them till their dead (not unlike your L:O chaingun, just instant hit, ranged and non-spread).
another note that's interesting is the lightning gun in quake live does a different amount of damage depending on how far away your target is. could be an interesting thing to play with.
anyway I'll shut up and spit out a couple ideas. and thoughts.
splatter number one:
in tribes and legions your challenged with predicting where your target is going to be before you fire your weapons, while your target is moving at incredible speeds. I think it would be interesting to implement a weapon inspired by a game called Painkiller. when playing pk with other players online, you spawn with a simple two weapons, one your spinning hook of doom that flies off and hits people in the head, blah blah, and along with that, you start off with a badass weapon called the stake gun. it's an awesome weapon, because you spawn with it and its also the hardest weapon to use. entirely skill based. no splash damage to help you here, your firing a sharpened piece of wood across a room to try to pin an opponent to a wall, while gravity is affecting the steak and pulling it towards the ground. upon hitting someone their either nailed to a wall or damn well near dead. pick up the weapon mod powerup and they fly straight. it's also equiped with a grenade launcher, and you can combo the both firing modes to make a rocket, but I'm not going into that.
anyway, I propose the idea of a weapon; it can be a rebarb gun, bow and arrow, or some plasma blaster cannon thing, that shoots a projectile through the air, not having any explosion on impact and doing a massive amount of damage to make up for the amount of skill it takes to use it. add in ragdoll physics and you can stake an opponent to the ground. yeah I know, real original, but imagine how well that would play out in legions. the projectile would move faster than a rocket, but having gravity affect it (or not) would make it even more interesting.
heres splatter B.
most good fps games have a good one shot kill gametype, most of them revolving around the sniper gun or main hitscan weapon of the game, quake and unreal had Instagib, where you would have either your shock rifle or railgun suped up to shoot someone, and rip the fur right off of'em. and with the fast pace of those games, it worked out very well. perhaps some servers could have an instakill option where every player would only have a laser rifle with infinite ammo, light armor
and infinite ammo, and possibly infinite jet energy as well.
BUT, why stop there? you could take this concept and apply it to the rocket launcher, get rid of self damage for safe rocket jumping, however giving the opposite to an opponent and killing them with one rocket.
combining ideas one and B here, if you like the idea of that projectile weapon, why push that into a one shot kill gametype?
thought blob 3: attack of the hate phegm!
part 1:
I think there some things that need to be addressed, but keep in mind this is based on the last time I played this; back when it was called fallen empire.
first of all, whatever that game was that they called "deathmatch" is absolutly not deathmatch. deathmatch is a classic that goes all the hell the way back to wolfenstien. get as many frags (NOT flags) as possible before the time or frag limit is reached. it is a staple in the fps world, and never had anything to do with taking flags to a zone, thats a tribes gametype with a different name, its either called rabbit or something else.
anyway, I'd like it if there was an actual deathmatch gametype because thats the gametype that most people play to get used to a first person shooter. its simple and it teaches you how to defend yourself against multiple attackers that are taking on other players as well. so you learn to organize chaos. plus, there are a lot of times where a lot of us just don't feel like playing an objective based gametype and just wanna frag!
part 2:
I think there should be a few more weapons in here than the main 4. not many, the system you've got works pretty well with different classes having different powered up versions like the heavy having the GL that doubles as a cluster bomb. just one or two.
one that I would find interesting would be some method of a shotgun type weapon. either on it's own, or having it somehow switch around with the chain gun
well anyway that's all I can think of right now. hope you guy's enjoy reading my banter and find it rather...
I've been playing all kinds of fps games since I was 10 years old, quake, unreal, half life, doom, painkiller, tribes, what have you. in all those games, each weapon had it's own properties. for instance, in quake 3/live, if you wanted the option to have pin point accuracy you had the choice between the rail gun, a single shot hitscan sniper weapon that could go on forever and deal a massive amount of damage with a very long refire rate; and your other option being the lightning gun, with a range of about 10 or 12 meters, an blindingly fast refire rate (and massive amount of ammo to keep up), small damage per shot, combined with it's firing rate, just as powerful as the railgun. the difference here is that the rail gun is a fire and forget gun(not unlike your L:O laser rifle) and your lightning gun is a weapon that requires you to stay on your opponent and blast them till their dead (not unlike your L:O chaingun, just instant hit, ranged and non-spread).
another note that's interesting is the lightning gun in quake live does a different amount of damage depending on how far away your target is. could be an interesting thing to play with.
anyway I'll shut up and spit out a couple ideas. and thoughts.
splatter number one:
in tribes and legions your challenged with predicting where your target is going to be before you fire your weapons, while your target is moving at incredible speeds. I think it would be interesting to implement a weapon inspired by a game called Painkiller. when playing pk with other players online, you spawn with a simple two weapons, one your spinning hook of doom that flies off and hits people in the head, blah blah, and along with that, you start off with a badass weapon called the stake gun. it's an awesome weapon, because you spawn with it and its also the hardest weapon to use. entirely skill based. no splash damage to help you here, your firing a sharpened piece of wood across a room to try to pin an opponent to a wall, while gravity is affecting the steak and pulling it towards the ground. upon hitting someone their either nailed to a wall or damn well near dead. pick up the weapon mod powerup and they fly straight. it's also equiped with a grenade launcher, and you can combo the both firing modes to make a rocket, but I'm not going into that.
anyway, I propose the idea of a weapon; it can be a rebarb gun, bow and arrow, or some plasma blaster cannon thing, that shoots a projectile through the air, not having any explosion on impact and doing a massive amount of damage to make up for the amount of skill it takes to use it. add in ragdoll physics and you can stake an opponent to the ground. yeah I know, real original, but imagine how well that would play out in legions. the projectile would move faster than a rocket, but having gravity affect it (or not) would make it even more interesting.
heres splatter B.
most good fps games have a good one shot kill gametype, most of them revolving around the sniper gun or main hitscan weapon of the game, quake and unreal had Instagib, where you would have either your shock rifle or railgun suped up to shoot someone, and rip the fur right off of'em. and with the fast pace of those games, it worked out very well. perhaps some servers could have an instakill option where every player would only have a laser rifle with infinite ammo, light armor
and infinite ammo, and possibly infinite jet energy as well.
BUT, why stop there? you could take this concept and apply it to the rocket launcher, get rid of self damage for safe rocket jumping, however giving the opposite to an opponent and killing them with one rocket.
combining ideas one and B here, if you like the idea of that projectile weapon, why push that into a one shot kill gametype?
thought blob 3: attack of the hate phegm!
part 1:
I think there some things that need to be addressed, but keep in mind this is based on the last time I played this; back when it was called fallen empire.
first of all, whatever that game was that they called "deathmatch" is absolutly not deathmatch. deathmatch is a classic that goes all the hell the way back to wolfenstien. get as many frags (NOT flags) as possible before the time or frag limit is reached. it is a staple in the fps world, and never had anything to do with taking flags to a zone, thats a tribes gametype with a different name, its either called rabbit or something else.
anyway, I'd like it if there was an actual deathmatch gametype because thats the gametype that most people play to get used to a first person shooter. its simple and it teaches you how to defend yourself against multiple attackers that are taking on other players as well. so you learn to organize chaos. plus, there are a lot of times where a lot of us just don't feel like playing an objective based gametype and just wanna frag!
part 2:
I think there should be a few more weapons in here than the main 4. not many, the system you've got works pretty well with different classes having different powered up versions like the heavy having the GL that doubles as a cluster bomb. just one or two.
one that I would find interesting would be some method of a shotgun type weapon. either on it's own, or having it somehow switch around with the chain gun
well anyway that's all I can think of right now. hope you guy's enjoy reading my banter and find it rather...
