Missile Launcher? (ATTN: complex thread!)
With this thread I start giving away my ideas considering gameplay
changes, game mechanics, visuals and stuff :P
While they are supposed to be parts of the whole picture in my head, dont judge them as random stuff that doesnt fit current warsow universe - rather consider them as pieces of the initial puzzle! :)
Missile Launcher (Rocket Launcher replacement)
Short description:
- Shoots a missile that breaks in shivers on impact.
- After impact shivers follow uniform spherical distribution with impact point being its mechanical center.
- Every shiver is self-dependent unit existing only during certain life span and dealing certain damage.
- Shivers are affected by gravity and can be reflected from walls with certain multipliers for velocity and possible damage.
Possible implementation:
- Projectile speed is equal to 1000ups.
- Impact knockback is similar to current 0.4 Rocket Launcher's one.
- Reload rate is similar to current 0.4 Rocket Launcher's one.
- On impact projectile breaks in:
Weak Ammo: 12 shivers following uniform spherical distribution - regular icosahedron vertices pattern (http://en.wikipedia.org/wiki/Icosahedron).
Strong Ammo: 20 shivers following uniform spherical distribution - regular dodecahedron vertices pattern (http://en.wikipedia.org/wiki/Dodecahedron).
- After projectile's impact every shiver receives initial velocity of 2000ups.
- Shivers are affected by gravity with 0.83 multiplier (results in 700upSs).
- Single shiver's possible damage reduces with time
Weak Ammo: it starts from 15 at initial projectile impact moment and decreases by 0.06 every 1 milisecond during flying (completely turns to zero in 0.25 seconds if not reflected from walls).
Strong Ammo: it starts from 10 at initial projectile impact moment and decreases by 0.02 every 1 milisecond during flying (completely turns to zero in 0.50 seconds if not reflected from walls).
- Every shiver, if not reflected from wall, has life span of
Weak Ammo: 0.25 seconds.
Strong Ammo: 0.50 seconds.
- Single shiver's possible damage gets divided by 2 after every reflection from wall.
- Shivers can disappear sooner if their possible damage turns to zero earlier.
- Every reflection from wall divides shiver's life span nearly by 2, because of possible damage being divided.
- Shivers reflect from walls with normal bounce scale of 0.8.
- Selfdamage multiplier is equal to 0.5.
Extras:
- On projectile's wall/floor impact nearly half of shivers starts their life span with 2000ups, and another half (their vectors make more than 90 degrees with current facet normal) gets reflected from that wall/floor in first milisecond after impact and therefore they start with velocity and possible damage scaled down.
- On projectile's player hitbox impact nearly half of shivers deals damage immediately (80-90 for weak rocket, 90-100 for strong one, depending on how regular pattern is aligned by coder and on few other minor factors) and another half starts their lifespan with 2000ups in the opposite direction from player's hitbox facet (with different vectors though, according to regual patterns).
Possible graphic effects:
- The Missile Launcher projectile could be implemented as signal light/fire with contrast red smoke and shiny nozzle flare with short bright flash on impact.
- Every shiver could be represented as a 'ball bearing' with multiple red light beams shooting out from cracks and little splits on ball's surface.
- Flying shivers could draw some shiny trail and short bright flash on impact.
- Such a trail and light beams alpha could decrease according to possible damage's current value (renders them to disappear in the end of life span).
Conclusion:
Missile Launcher still can be used as usual Rocket Launcher, for tricks as rocketjumps, air rockets, splash and direct damaging. But in addition to Rocket Launcher's features it brings volumetric splash damage with reflected damage feature that could be useful for massive damaging in relatively small environments, spamming narrow passages, or as simple shoot-n-forget weapon like Riot Gun for example. Plus Missile Launcher's air rockets would look like fireworks - very impressive!
References:
Rocket launcher, flack canon, "Portal" game impact effect, signal lights, fireworks.
While they are supposed to be parts of the whole picture in my head, dont judge them as random stuff that doesnt fit current warsow universe - rather consider them as pieces of the initial puzzle! :)
Missile Launcher (Rocket Launcher replacement)
Short description:
- Shoots a missile that breaks in shivers on impact.
- After impact shivers follow uniform spherical distribution with impact point being its mechanical center.
- Every shiver is self-dependent unit existing only during certain life span and dealing certain damage.
- Shivers are affected by gravity and can be reflected from walls with certain multipliers for velocity and possible damage.
Possible implementation:
- Projectile speed is equal to 1000ups.
- Impact knockback is similar to current 0.4 Rocket Launcher's one.
- Reload rate is similar to current 0.4 Rocket Launcher's one.
- On impact projectile breaks in:
Weak Ammo: 12 shivers following uniform spherical distribution - regular icosahedron vertices pattern (http://en.wikipedia.org/wiki/Icosahedron).
Strong Ammo: 20 shivers following uniform spherical distribution - regular dodecahedron vertices pattern (http://en.wikipedia.org/wiki/Dodecahedron).
- After projectile's impact every shiver receives initial velocity of 2000ups.
- Shivers are affected by gravity with 0.83 multiplier (results in 700upSs).
- Single shiver's possible damage reduces with time
Weak Ammo: it starts from 15 at initial projectile impact moment and decreases by 0.06 every 1 milisecond during flying (completely turns to zero in 0.25 seconds if not reflected from walls).
Strong Ammo: it starts from 10 at initial projectile impact moment and decreases by 0.02 every 1 milisecond during flying (completely turns to zero in 0.50 seconds if not reflected from walls).
- Every shiver, if not reflected from wall, has life span of
Weak Ammo: 0.25 seconds.
Strong Ammo: 0.50 seconds.
- Single shiver's possible damage gets divided by 2 after every reflection from wall.
- Shivers can disappear sooner if their possible damage turns to zero earlier.
- Every reflection from wall divides shiver's life span nearly by 2, because of possible damage being divided.
- Shivers reflect from walls with normal bounce scale of 0.8.
- Selfdamage multiplier is equal to 0.5.
Extras:
- On projectile's wall/floor impact nearly half of shivers starts their life span with 2000ups, and another half (their vectors make more than 90 degrees with current facet normal) gets reflected from that wall/floor in first milisecond after impact and therefore they start with velocity and possible damage scaled down.
- On projectile's player hitbox impact nearly half of shivers deals damage immediately (80-90 for weak rocket, 90-100 for strong one, depending on how regular pattern is aligned by coder and on few other minor factors) and another half starts their lifespan with 2000ups in the opposite direction from player's hitbox facet (with different vectors though, according to regual patterns).
Possible graphic effects:
- The Missile Launcher projectile could be implemented as signal light/fire with contrast red smoke and shiny nozzle flare with short bright flash on impact.
- Every shiver could be represented as a 'ball bearing' with multiple red light beams shooting out from cracks and little splits on ball's surface.
- Flying shivers could draw some shiny trail and short bright flash on impact.
- Such a trail and light beams alpha could decrease according to possible damage's current value (renders them to disappear in the end of life span).
Conclusion:
Missile Launcher still can be used as usual Rocket Launcher, for tricks as rocketjumps, air rockets, splash and direct damaging. But in addition to Rocket Launcher's features it brings volumetric splash damage with reflected damage feature that could be useful for massive damaging in relatively small environments, spamming narrow passages, or as simple shoot-n-forget weapon like Riot Gun for example. Plus Missile Launcher's air rockets would look like fireworks - very impressive!
References:
Rocket launcher, flack canon, "Portal" game impact effect, signal lights, fireworks.
A rocket launcher that does less damage in large open spaces would
bring more differentiation to the weapons, since the other weapons
don't have this limitation, so I think it's a nice idea :P
But I think that the number of shivers should be larger, otherwise tha amount of damage taken would be too much luck-dependent
But I think that the number of shivers should be larger, otherwise tha amount of damage taken would be too much luck-dependent
Flak cannon mixed with rl? I think your idea is too "disco" but
overall mechanics of weapon looks pretty fine. Rockets already look
like white-hot metal, so why don't add some white-hot metal pieces
coming out of them on impact? :) But please, no fireworks :P
.x[10 wrote:
sion]
- Shoots a missile that breaks in shivers on impact.
surely you mean slivers... :P
edit: hmmm f2 btw, explosion should be enough imo, and even that is pretty difficult to balance right
when is the shockwave gonna get implemented as a real usable
weapon?
When the devs find a niche for a new weapon that is usable and not
gimmicky, and not a second sooner (I hope).
yoshiminks wrote:
when is the shockwave gonna get implemented as a real usable weapon?
When it's not pink and doesn't throw vanishing fireballs. :P
yoshiminks wrote:
when is the shockwave gonna get implemented as a real usable weapon?
When it hasn't been turned into the instagun. Oh wait it has!
devi0us wrote:
yoshiminks wrote:
when is the shockwave gonna get implemented as a real usable weapon?
When it hasn't been turned into the instagun. Oh wait it has!
Shockwave still exists.
Seems to be mixing the strength of secondary flak in UT with the
verasatility and power of the wsw RL. It's great if you want
modern-day qw but not good if you want rounded weapons :).

