Effects: solution to RLS, sniper and other suggestions

Propkid

Member
As all the previous discussions have proven, it's hard to balance the sniper rifle with other weapons just by altering the charge time/ damage/ movement restrictions. While looking at Trooper's weapon mod I thought about how could he make the sniper rifle look better. That's how I came up with the new idea for bringing the sniper back and for adding variety to the game.

'Freezing laser beam' is what I like to call it. What would happen when a player is hit with the sniper rifle he is somehow temporarily crippled and slowed down; let it be either increasing his mass, the friction of air around him (if allowed by the game engine) or decreasing his fuel regeneration rate, the strength of his forward/up jets etc. This isn't up for me to decide.

That was the initial idea, but by the time I finished my lunch I realised that inflicting temporary effects could be integrated into L:O in a bigger scale:

If we wanted to spice up the classes a bit we could add certain buffs that each class receives when carrying the flag. For example the Outriders could get a fuel buff, the Raiders could gain a slight shooting speed buff, while the Sentinels would receive less damage when in overdrive. These buffs are quickly made up; my point is the general idea of changing the class properties in-game.

My idea for the RLS is having the rockets cover an area in fire/napalm. The area wouldn't be so big, in diameter it'd be around the jump-length of an outrider. The idea is that whoever would stand in/ be slightly above the fire would slowly lose health. About 13 seconds in the fire would inflict enough damage to take a raider down, however the fire would last only 5 seconds. That way the weapon wouldn't be overpowered in a duel, but would actually come to some use and make the enemy think more about where to land.

These ideas may seem slightly unrelated to each other, but they all originate from the idea of making Legions more 'dynamic'. It'd be really nice to see some sort of interaction with the environment, game physics or with class characteristics.
 

Mhi200

Member
I like the fire idea, but as a RL it might be too easy to use. Hand-thrown Napalm grenades could work.
 

Volt Cruelerz

Legions Developer
Well, customized loadouts are up the pipes a bit and specialist weapons aren't favored, but napalm grenades certainly sound interesting and while flame throwers themselvses probably wouldn't work, a napalm thrower that could light things on fire could be interesting.

And I don't know how feasible it is to change the mass at run-time, but maybe... I have no idea...
 

Propkid

Member
Napalm grenades it is... now that you started elaborating on the fire I can't stop thinking about having Outriders leave flaming traces on the ground after they overdrive Q.Q
 

BestCharmie

Member
Eh, I don't like the laser beam to freeze/slow down people. Instead: I want it to make players hit like to be pushed, due to a small "explosion" or "molecule disruption" or something sci-fi (xD).

Ehrm...napalm grenades? O.O That would make legions a bit.... irrelevant to itself. Instead, some few kinds of grenades? -.-

This is just me thinking, you have your own ideas too! :D
 

Nvidia

Member
Well the napalm grenades sound interesting, but i can't imagine how the snow on nivo or Frost can burn :>
But i dont like the flaming traces on the ground for an outraider. thats just silly
 

Roach

New Member
Freezy lazer beam idea is bad. Legions is already slow enough.

Giving a raider a weapon similar to cluster grenades is also a bad idea. Nobody in this game needs another weapon that they don't really have to aim with, and given the rate of damage you're describing, people may as well just continue using rockets and grenades. Also, you should already be thinking about where to land during a duel anyways.
 

Aki

Member
Flag buffs sound interesting.

So do kinetic effects from Sniper shots. Maybe using a similar degradation-over-distance effect to the damage done? As someone who almost exclusively flies OR and occasionally nabs the flag, I hate snipers with a passion as it is (especially when they're competent >_< ), but I do think kinetic effects could add a new dimension to both escaping the competent sniper and to making repeat hits with the SR. It'd probably be pretty easy to do by just adding a 1 m diameter explosion at the terminus of the beam, hit or miss. That way the shooter still has to score a good hit, it's unlikely to push other nearby-to-target players around, and it can be kept invisible (=no new animating). For the magnitude of force, I can't think of a reasonable explanation for it being all that large--certainly not as strong as a direct RL shot, but enough to push the FC off course at the last second if the shot is made within, say, 125 m (just throwing out that number).
 
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