Author Topic: Alternative weapon ideas  (Read 5120 times)

Offline Machine Medic on: April 13, 2013, 02:08:56 AM

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Since us folks here are no longer affiliated with the 'T'-word game, I'd like to suggest a few ideas for original weapons that may be implemented into the game.

Here's a few to start:


Laser Gun:
Replaces: Rifle
Accuracy: Perfect
Range: Medium range due to laser focus limitations.
Recoil: None.


"The MK-28 Laser gun is an accurate, dependable device that constitutes the most basic weapon for troopers.  While it is a good platform for most situations, several design sacrifices were made to make it economically possible to equip as a standard weapon for troops.  The weapon uses self-contained single use battery cartridges, and must be reloaded every 30 shots or so.  It is also not incredibly powerful against heavily armored foes due to it's principle of operation.

 

Shock Lance:
Replaces: Psaw
Accuracy: Mele
Range: N/A
Recoil: N/A


"The M-40 Shock lance is a hand-to-hand combat weapon designed for troopers as an alternative to ranged weapons.  It features a set of electrically charged electrodes on either end of it that deliver a devastatingly painful electric shock to it's unfortunate victims.  This device includes an experimental lightweight linear-kinetic generator that keeps the device charged through the normal motions of use."



Shotgun:
Replaces: Shotgun
Accuracy: N/A
Range: Close
Recoil: High


"The MX-89 pump-action shotgun is a chokeless shotgun that is designed to fire custom ultrahigh-power magnum buckshot loads.  It has shown to be devastatingly effective against both small and large targets at close ranges.  The weapon features a fast-change 8 round clip to hold it's 10cm long cartridges.  Inexperienced users may have difficulty with this weapon's very aggressive kick."



H.E.R.F. Cannon:
Replaces: Lasgun
Accuracy: Perfect
Range: Medium due to ray focus limitations
Recoil: None


"The MK-76 Klystron gun is a portable weaponized microwave emitter designed to 'cook' enemies from the inside out.  It is often considered to be the 'big brother' of the MK-28 laser gun due to the similar handling of the two, however the MK76 is a bit more powerful.  This weapon uses a much-improved permanent battery and heat sink combination that can store much more energy than the MK28's design, but can also have the unwanted effect of accumulating damaging amounts of heat if the user is careless when firing the weapon.  The permanent battery in this device typically provides enough energy for about 200 microwave ray pulses."



Rail Gun:
Replaces: Mass Driver
Accuracy: Very good
Range: Medium-Long
Recoil: Moderate


"The MK-107 Railgun is a miniaturized version of the electromagnetic accelerators used on modern space craft for engaging hardened targets.  It utilizes single-use battery cartridges similar to the MK-28, but with the difference of a new projectile compartment.  This weapon is a vast technological improvement on the primitive railguns of the late 20th century, with stronger rail alloys and lighter, more powerful capacitors.  A fresh battery cartridge will give the operator about 5 clean shots with this device."



Heavy Machine Gun:
Replaces: Chaingun
Accuracy: Poor
Range: Close-Medium
Recoil: Very high


"The MX-180 portable machine gun was originally part of an experiment by [insert human's military force here] to test the controversial 'spray and pray' gunning tactic against the [alien species] threat.  Even with the most advanced recoil reduction systems available, this weapon is nearly impossible to keep aimed down range.  It fires 15mm cartridges from a 300 round drum, and can cut down the most dangerous enemies with a competent operator."



Mini-PG:
Replaces: Pulse rifle
Accuracy: Good
Range: Close-Medium
Recoil: Low


"Engineers originally wanted to create a device that could fire small grenade-like projectiles without weighing troopers down when they set out to build this weapon.  The resulting MK-118 Mini-PG launcher fires very small exploding projectiles that use compact Ion Propulsion 'jets' to propel themselves along their trajectory.  The device itself utilizes single-use battery cartridges similar to the MK-28, but with the difference of a new projectile compartment.  Each projectile fired consumes about 1/50th of an average cartridge charge."



Flame Jet:
Replaces: Flamer
Accuracy: Fair
Range: Close
Recoil: Low


"The M-98 flame jet is an improvement on the primitive and inaccurate 'flame-thrower' used by late 20th century military forces to flush out hidden or entrenched enemy troops.  Unlike that particular device however, the M-98 uses a compact pulse jet to deliver superheated burning gases at high velocity to the target, causing severe burns in seconds.  The manufacturer has issued a disclaimer that excludes them from liability to users that fail to wear protective clothing when handling this weapon.  The onboard fuel supply for this device is enough for about 150 jet pulses."



Singularity Gun:
Replaces: Lucifer cannon
Accuracy: Good
Range: Close-Medium
Recoil: Moderate


"Not much is known about this highly experimental weapon that has not yet received an official designation, other than that it is heavily shrouded in mystery and bureaucratic secrecy.  Some believe it is based on ancient or stolen alien technology, and others claim it was part of an abandoned Cold-War era project that was revisited by the [insert human's military force here].  This weapon reportedly fires stabilized micro-singularities of an unknown type that irradiate areas where they collapse.  It can also be overcharged to fire more powerful bursts if necessary.  Most report that the device will fire about 90 times before depleting itself."



F.R.A.G. Grenade:
Replaces: Grenade
Accuracy: N/A
Range: Close-Medium
Recoil: N/A


"Researchers have tried countless times to improve the concept of the hand grenade over the decades, but have failed to improve on the traditional fragmentation style device.  The high-power explosive charge inside the M-18 Field Roomclearing Affrontal Grenade makes it especially useful for damaging large groups of enemies in an assault situation."



BCU Kit:
Replaces: B-pack
Accuracy: N/A
Range: N/A
Recoil: N/A


"Researchers developed this Battery Cartridge Upgrade Kit to quickly and easily increase the energy and projectile capacity of standard-issue battery cartridges that are used by most energy weapons."



Planning Kit:
Replaces: C-kit
Accuracy: N/A
Range: N/A
Recoil: N/A


"The Planning Kit is a tool used by troopers to plan out and deploy defensive structures such as [defense computer replacement], [machinegun turret replacement], and [tesla replacement] as well as critical supportive structures.  One or two of these devices in the right hands can make the difference between an entire platoon of troopers getting butchered, and getting back to the barracks in time for dinner."
« Last Edit: April 13, 2013, 06:04:19 AM by Machine Medic »
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Offline TheTravellingMerchant #1 on: April 13, 2013, 01:25:15 PM

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Not bad, not bad at all. :D
Why restrict the game to old trem weapons though? Rota good choose to add even more.

Offline Machine Medic #2 on: April 13, 2013, 02:14:35 PM

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I agree, this is a good opportunity to consider expanding upon the old game, perhaps adding a new unique stage with additional weapons to the game as an alternative form of sudden death?  Ideally, some way to broaden the game without deviating too far past the game mechanic and creating something different is what I'd like to see. 
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Offline Loki #3 on: April 15, 2013, 07:47:35 AM

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Finally new names for weapons...

Offline Rotacak #4 on: April 15, 2013, 09:11:09 PM

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Very nice, especially that texts. And names are not bad too. Maybe we will use some of them.

About recoil - it will be caused again only on chaingun. It is annoying and cheatable feature.

BTW, you missed blaster :)

Offline Machine Medic #5 on: April 15, 2013, 11:26:00 PM

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Hmm... I'm not so sure recoil is entirely a bad thing.

In a game like [T-word game here], I can understand where recoil can upset the game balance.  But at the same time, a little bit of recoil adds a lot to the game's immersion, even if it's so little that it really isn't noticeable on most weapons.

If you stand still and aim at the same spot on a wall and empty an entire magazine, you'd expect a decent game to at least bounce your crosshair a little bit for as long as you're firing, if not actually change your aim.

Take Crysis 3 for example: http://www.youtube.com/watch?feature=player_detailpage&v=M9yTFN4uMas#t=99s

Most weapons in the game will leave center while you're firing them continuously, but will return to zero when you stop. 

Even if you were to include very minimal recoil like that to the point where it's barely noticeable, I'd be happier with it than with unrealistic no-movement clip emptying.  It kind of makes a game feel more 'genuine' and gives it a higher quality feel.





On a separate note, I've got a few ideas floating around for how some of the guns could potentially look in a late 21st~22nd century era, or at least a few starting points for designing them.

For the shotgun, I think the ever-popular UTS-15 is a good sci-fi starting point for a shotgun, because of it's rugged, technically complicated look:



I'm thinking if one of your artists extended the length of it slightly in a rendition, added an 8-round clip for some futuristic 10-cm long cartridges, and possibly some color to whatever they come up with, it could serve as inspiration for this game.


I also had some ideas for the energy weapons of the game... 

Large, high power industrial lasers commonly use a cylindrical crystal to focus the light given off by a light "pump".



In my mind, a laser gun would have a tubular emitter end around 6~10cm in diameter to house a laser crystal and a light source as well as various focusing elements.  This would most likely have some means of cooling, like liquid cooling tubes leading back to the 'reciever' area.  Towards the stock end, probably some sort of fixed stock with perhaps a holographic diagnostic display/round counter?  The main 'reciever' area of the gun would likely house battery cartridges that could load either traditionally up into the bottom of the gun, or perhaps horizontally into the top?  It would also have to house a small protected radiator if the emitter of the gun was liquid cooled.

A hypothetical microwave cannon would use a klystron tube to create and direct microwave energy towards it's target.  A klystron gun might have similar proportions to the above laser gun, but since this particular one is going to have a permanent battery, it will likely have a fairly large heat sink above or around the 'receiver' area surrounding the battery to dissipate heat. 


(^ various heat sinks)


A Railgun will probably be loads of fun for the artists on the team.

Railguns use the magnetic force caused by the movement of electricity through a conductive projectile that is placed between two parallel rails to accelerate it to high speeds.

http://www.youtube.com/watch?v=C6cV10QEGGk

I actually have sketched plans for a real world portable railgun that I never got to build due to financial limits if you think they might be useful.



Keep in mind, I'm just trying to throw out as many ideas and technical details as I can to try and help the artists.
« Last Edit: April 16, 2013, 02:35:22 AM by Machine Medic »
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Offline Loki #6 on: April 16, 2013, 08:36:02 AM

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The recoil doesn't exist in Tremulous. Although spread is on rifle, shotgun, probably on lasgun. When you shoot and bullets go different ways then it's spreading. Recoil is what makes your gun uncontrollable.

just for info

Offline Machine Medic #7 on: April 16, 2013, 01:56:41 PM

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Quote
The recoil doesn't exist in Tremulous.

Which is why the original game had about nil for believability or immersion, and part of the reason it had 2004-era visual quality.  If the QA3 engine was capable of it, I'm 95% sure the game would've included some recoil.

This is recoil and spread: http://www.youtube.com/watch?feature=player_detailpage&v=PEkIQo-8_hc#t=627s

Now, I'm not saying we should have that much recoil on every gun in the game, I'm just saying that even a little, tiny bit would be better than your crosshair not even moving when you fire a big-ass f*kin shotgun 8 times and reload.  That kind of looks crappy and half-assed to me, and screams weak engine.

Besides, recoil makes it about 50% easier to spot botters anyways, lol.
« Last Edit: April 16, 2013, 02:02:56 PM by Machine Medic »
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Offline kdude63 #8 on: April 16, 2013, 04:10:45 PM

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I have to agree. Even a little recoil would be better than no recoil.
It would be extremely unrealistic to have no recoil at all. That's like having the gun attached to two poles that don't move at all.

I propose we have slight recoil for every projectile weapon when it's wielded by anyone not wearing a [insert bsuit replacement here].

Offline Machine Medic #9 on: April 16, 2013, 11:01:10 PM

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(plus mass driver, mini-PG, for the sake of realism if you do decide to use those ideas)

EDIT:  Just realized Kdude said projectile weapons, so that already includes those two.  Derp.   :-[
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Offline Rotacak #10 on: April 17, 2013, 11:40:31 AM

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Machine Medic: That are good suggestions (cooling, heatsinks). That pipe liquid cooling system could fit to the luci cannon or mass driver.

About holographic display: we want to try achieve minimalistic design and all numbers and similar things about ammo/magazines should be removed from HUD and added directly on weapons with coded display = only humans can read that.

About recoil - if we talking about pulsating crosshairs, that is possible (without any effect). But if we talking about moving your crosshair around - no, only with chaingun.
Yes, this feature have every new game and it is pain for your eyes, it working agains you and it is frustrating. Murnatan should be about skills - if you can aim preciselly, you will hit that target. We do not want to fight with crosshairs.

Offline Loki #11 on: April 17, 2013, 12:23:28 PM

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About recoil - if we talking about pulsating crosshairs, that is possible (without any effect). But if we talking about moving your crosshair around - no, only with chaingun.
Yes, this feature have every new game and it is pain for your eyes, it working agains you and it is frustrating. Murnatan should be about skills - if you can aim preciselly, you will hit that target. We do not want to fight with crosshairs.


That gave me a smile today!

Offline Machine Medic #12 on: April 17, 2013, 10:41:47 PM

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Would it be within the realm of possibility to add server/client recoil as an option to the game?

Perhaps something similar to Unlagged in the 'T'-game where it is only on if both the client and server opt to enable it?

I believe this would be not only an acceptable compromise to players of more "modern" games, but also an opportunity to play the game both as it was originally intended, and in a more realistic mode depending entirely on the user's preference.

« Last Edit: April 17, 2013, 10:47:06 PM by Machine Medic »
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Offline kdude63 #13 on: April 17, 2013, 10:57:47 PM

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Alright, well...
Rota, I love you just as much as everyone else here... but I honestly think it's just stupid to have no recoil at all on anything but the beefiest weapon in the game.

Most modern games have realistic amounts of recoil which, IMO, isn't that bad. You can even lower that a bit and have barely noticeable recoil, like in Far Cry 3 for example. The crosshair moves maybe an inch up (depending on screen size) and returns to its starting position after emptying a clip from an assault rifle.

I honestly don't know how recoil could bother you that much...

Realism... For the sake of it, please... Can we have like, a poll or something?
Preferably one where Loki isn't allowed to Vote.

Offline Machine Medic #14 on: April 18, 2013, 12:53:27 AM

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 - Added poll: http://forum.murnatan.com/index.php?topic=163.msg2273#new

Please read the description before voting.
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