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Post by Abyx on Oct 2, 2006 11:12:51 GMT -5
Why would you want to have a prototype nail gun type weapon in a horde of specimens that are barely taken down by a full squad equipted with grenades, rockets, shotguns, machine guns, and etc? A nail gun, would be stretching the game WAY to much. Turning it into some thing just stupid, I don't want to see some one running around with a nailgun in a military squad. It ruins the effect, if this was civilians surviving, I'd go for that more. But this is surpose to be the DRF, a nailgun is just incredibly out of place. And another SMG isn't a bad idea, I mean, after all, we have two types of shotguns, why not have another machine gun? I personally love the machine gun feel, and would like to see a secondary machine gun to pick from. And again, Grim has won. Really what we mind aswell do is just take the L85 family and model the heavy MG variant. It wouldn't reallyeven need animations, being as whomever would model it, would take the original model and build off of it, I'm sure.
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Post by Dragontear on Oct 2, 2006 16:09:53 GMT -5
Interesting ideas, i was thinking if the nail gun could be a 'Melee' weapon for it's short distance?
Random idea, the specimens were clones for the military right? so would using Masterson-like specimens be appropiate for the game?
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Post by Grim on Oct 2, 2006 16:47:11 GMT -5
It'd probably be appropiate, BUT, it'd look out of place, since, they are all naked specimens, then you have a bunch of Mastersons running around. It'd just look odd.
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Post by Dragontear on Oct 2, 2006 16:57:01 GMT -5
Meh, [begin retard mode] thinking about it, we could have phycho specimens running around with surgeon's tools, running literally[end retard mode]
I see your point.
If not mastersons, then maybe just specimens that were 'closer to the result' than the other specimen types.
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Post by Grim on Oct 2, 2006 17:28:48 GMT -5
yeah, I agree with you on the whole soldier thing and all, but you'd have to use another skin, or take him and change him a lot to make him mutated.
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Post by Magus Zeal on Oct 3, 2006 15:13:22 GMT -5
This is going to be my *highly* biased opinion, but as a replacement for the L85, I would suggest the G36/G36K. The G36/K is used by British forces (and I've heard rumors of it becoming the "de facto" rifle, replacing the L85), and the Brits already have familiarity with H&K, since they upgraded their original POS L85s into the modern, and much better, L85A2s.
On the note of that M4 + Remington 870 (Masterkey), I've only ever seen one reference to it, and that was in the movie Predator. It's a nice idea, but the problem with it is that when firing the shotgun, the whole damn thing kicks like nothing else. Most of the operators that I've seen that use a shotgun for breaching just carry the Remington 870 with the stock removed and a shortened barrel, or a Mossberg 590 "Cruiser" model.
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Post by uwasawaya on Oct 3, 2006 18:31:07 GMT -5
Ok, to Dastard (I think that's who posted about the two assault rifles and nail gun)... why the hell do you need to track zombies? I've never, NEVER been in a game where that's been a question... if you can wound them, you can find them.
As for the assault rifle, as someone else pointed out, there are two shotguns that work almost identically. The assault rifles would work differently. One might be a heavier grade weapon with burst fire and a short scope, and the other a weak bullet hose. Maybe something in between. They'll feel and handle differently. It's important that we make them too, as right now there isn't a big variation on what you need to get through the game. No one is going to win with a Bullpup... it's pretty much a squirt gun against Timmys and Scrakes.
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Post by Abyx on Oct 3, 2006 18:46:37 GMT -5
Actually, believe it or not, the Bullpup seems to be pretty effective against Timmys if you headshot them.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Oct 3, 2006 19:37:05 GMT -5
Ok, to Dastard (I think that's who posted about the two assault rifles and nail gun)... why the hell do you need to track zombies? I've never, NEVER been in a game where that's been a question... if you can wound them, you can find them. As for the assault rifle, as someone else pointed out, there are two shotguns that work almost identically. The assault rifles would work differently. One might be a heavier grade weapon with burst fire and a short scope, and the other a weak bullet hose. Maybe something in between. They'll feel and handle differently. It's important that we make them too, as right now there isn't a big variation on what you need to get through the game. No one is going to win with a Bullpup... it's pretty much a squirt gun against Timmys and Scrakes. Yeah, I guess it's a bit of a weak arguement, I just like the concept of a nailgun. While this isn't related to gunfire per se, how about a down-but-not-out feature akin to Gears of War? Have a 5-10 second window when you hit 0 HP where you can get revived via a full bars worth of medsyringe from another player. Possibly some item that you have to buy from the shop? Everyone knows it's annoying when you die near the start of the wave, since you have to waith through potentially 100 zombie kills at later waves; if there's a way to save someone from death there's a greater chance of success. Perhaps make it so that it's either not possible or has a much smaller window of revivability if you are playing at higher skill levels.
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Post by Grim on Oct 3, 2006 20:33:38 GMT -5
maybe employ a BF2 (And many other games) thing, where when the player goes down. You can take a reviver, and revive them, you'd only have a 5-10 second gap at most to heal them before they go cold. But it'd be a nice thing to have, if donecorrectly.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Oct 3, 2006 20:54:21 GMT -5
Yeah, sort of what I was going for. A sort of limited time window pheonix down. It'd have to leave them at 5-10 health, though.
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Post by Grim on Oct 4, 2006 10:03:57 GMT -5
yeah, not a full bag o'health. But more of 10% health gain just enough to make it out of any situtation alive if taken down. But I dunno, maybe we should leave it, once dead, you're dead (till next round)
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BIGJohnMP
Stalker
Shall we play a game?
Posts: 119
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Post by BIGJohnMP on Oct 4, 2006 12:50:51 GMT -5
It'd be nice to make the Medkit an item that has to be purchased at the trader or found in the map, and that has some weight. You could add to the functionality of it by making it heal better and faster and having the ability to revive fallen comrades (granted they haven't been decapitated and/or gibbed). I also think the welder should have to be found and/or purchased. If possible in the UT2004 engine I think it would be cool to do a Condemned: Criminal Origins type thing where you can grab random objects and use them as weapons, from 2x4s to gas pipes.
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Post by Blue on Oct 4, 2006 13:15:20 GMT -5
It'd be nice to make the Medkit an item that has to be purchased at the trader or found in the map, and that has some weight. You could add to the functionality of it by making it heal better and faster and having the ability to revive fallen comrades (granted they haven't been decapitated and/or gibbed). I also think the welder should have to be found and/or purchased. If possible in the UT2004 engine I think it would be cool to do a Condemned: Criminal Origins type thing where you can grab random objects and use them as weapons, from 2x4s to gas pipes. Regarding the random-objects-as-weapons-thing: I don´t think that´s possible with the UT04 engine. But somehow I can´t stop grinning, I´ve got this image in my head where the revive-your-fallen- comrades-idea and yours mix. I can see soldier bodies being flung into a horde of zombies ;D.
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Post by mrmedic on Oct 4, 2006 13:29:02 GMT -5
Of course it's possible. You just need to code it in.
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