Warfare wishlist!
Posted: 02-11-2003 04:39
- Shotgun!
If a player is silly enough to be in plain sight. Then they should be open to being tagged by a shotty. Worms the original main stay in close weapon.
The spray should have a wide effect so you can't pick people off from miles.. weapon 3 shards effect methinks.
- Uzi!
Range limited - damage limited. Like the shotty, a worms mainstay for in close combat. If you're in close in plain site - nail them in the head.
Effect should be a straight line of shards that fade away over distance.
-Grappling hook!
Really needs map that are made for it.. but the current movement is kinda ... limited - much like worms.
But with the grapple you can shoot off to some other map part (within reason). It acts in place of a shot / throw.
- Change fuse time.
Somehow. Fixed fuse time makes for 'wild insane shots' being impossible. If someone is burrowed in behind a wall, you want to up you fuse and try for a triple bank shot over towers through ravines and around corners to get them! Can't do it in three seconds or on a insta-explode off wall weapon.
- Destructable surfaces.
get programming!
- Area effect weapons.
See destructable surfaces
- Parachute.
Maps should ultimately have many high and low spots...
If knocked off a perch (or jump off) - you should have a key you can hit to parachute down safely...
Should be time effected. Ie your movement meter reduces while the chute is open. Once the movement meter is over - chute stops.
- More variety in weapon effects.
The spray weapon.. ultra cool...
Others... eh....
Look to scorched earth, the old classic.
I want napalm!
- Ultra lame but... ! Airstrikes!
Should have 3 round time delay when called. If player is still not alive - airstrike called off.
Everyone loved airstrikes in worms :p
- Weapon in air should always be live.
Currently if both players shoot - whoever hits first gets the kill, other players weapon disappears (?). The weapon should still be live and be able to kill / do damage.
Same at end of round. Shots in the air when time expires should still be live and can do damage. Effect of shots then counts and can score.
- Awards!
F3 scoreboard seems bare atm.... I'm sure we can think of awards... like most wank worthy shot. (ie longest distance, most obsticles in path)...
- Replays!
We've got them in Deathball... ultra cool once more - especially the end game sequence.
Now for warfare.
- Ball cam.
Clearer vision / bigger if possible.
Toggle key to switch entire screen view to that of the ball cam (with the mini screen showing normal pov).
- Brighter players
Make them glow or something... or at least make the enviroments more .. beachy.
For contrast.
There is probably more.
But that is a start.
Get programming.
Nice simple game at the moment.
Lets make it ultra snazzy
:p
If a player is silly enough to be in plain sight. Then they should be open to being tagged by a shotty. Worms the original main stay in close weapon.
The spray should have a wide effect so you can't pick people off from miles.. weapon 3 shards effect methinks.
- Uzi!
Range limited - damage limited. Like the shotty, a worms mainstay for in close combat. If you're in close in plain site - nail them in the head.
Effect should be a straight line of shards that fade away over distance.
-Grappling hook!
Really needs map that are made for it.. but the current movement is kinda ... limited - much like worms.
But with the grapple you can shoot off to some other map part (within reason). It acts in place of a shot / throw.
- Change fuse time.
Somehow. Fixed fuse time makes for 'wild insane shots' being impossible. If someone is burrowed in behind a wall, you want to up you fuse and try for a triple bank shot over towers through ravines and around corners to get them! Can't do it in three seconds or on a insta-explode off wall weapon.
- Destructable surfaces.
get programming!
- Area effect weapons.
See destructable surfaces
- Parachute.
Maps should ultimately have many high and low spots...
If knocked off a perch (or jump off) - you should have a key you can hit to parachute down safely...
Should be time effected. Ie your movement meter reduces while the chute is open. Once the movement meter is over - chute stops.
- More variety in weapon effects.
The spray weapon.. ultra cool...
Others... eh....
Look to scorched earth, the old classic.
I want napalm!
- Ultra lame but... ! Airstrikes!
Should have 3 round time delay when called. If player is still not alive - airstrike called off.
Everyone loved airstrikes in worms :p
- Weapon in air should always be live.
Currently if both players shoot - whoever hits first gets the kill, other players weapon disappears (?). The weapon should still be live and be able to kill / do damage.
Same at end of round. Shots in the air when time expires should still be live and can do damage. Effect of shots then counts and can score.
- Awards!
F3 scoreboard seems bare atm.... I'm sure we can think of awards... like most wank worthy shot. (ie longest distance, most obsticles in path)...
- Replays!
We've got them in Deathball... ultra cool once more - especially the end game sequence.
Now for warfare.
- Ball cam.
Clearer vision / bigger if possible.
Toggle key to switch entire screen view to that of the ball cam (with the mini screen showing normal pov).
- Brighter players
Make them glow or something... or at least make the enviroments more .. beachy.
For contrast.
There is probably more.
But that is a start.
Get programming.
Nice simple game at the moment.
Lets make it ultra snazzy
:p