-
Notifications
You must be signed in to change notification settings - Fork 2
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Expanded Arsenal #19
Comments
I've been thinking lately that it'd be way cooler to give the formerly-MP-exclusive weapons new mod behaviors and put 'em in SP somehow. Much more interesting that way, but that means we gotta brainstorm some new mod-fires... Current brain-dump, including descriptions of the primary fire since some have been reworked: [EDIT] hey hey this list is OLD now; see above for the BETTER VERSION of BETTER-NESS.
Not 100% sold on all these ideas -- Reflex Sight in particular is boring and a HAR clone, and Vortex's charged scope is kinda obsoleted by Gauss, but that's exactly what the existing weapons did... [also, "Fusion Dynamo" is a loltastic name but I thought it was funny, so there we are. Suggestions welcome in case it's too bad. :P ] This may end up being a post-1.0 thing (expansion pack?) since it's strictly not necessary, but it'd be cool. |
Awesome thought of the moment: replace VR's "Advanced Optics" with "X-Ray Optics" and allow you to pierce through walls to a target. CHEAP TACTICS ENGAGE! ...For balance, I'd love to figure out some way of making it so you can only target enemies that have been woken up, so you can't just instakill everything from behind corners. Or something. May be tough to balance AND implement, so, uh... Also that behavior would need to hella revert for the eventual actual-multiplayer mode, because gorram. :P |
So, now that the multiplayer expansion is a thing, there's one very important shootygun to add to the list:
Feeling that post-1.0 idea. Need a catchy name for the expansion though... |
Having actually used the Hellshot a bit in multiplayer now that it doesn't totally suck, I noticed its altfire does a DoT effect (never managed to score a hit before :P). May be worth making ARGENT's eventual Hellshot primary just do some poison DoT primary rather than stick-and-explode to be less Needler/MicroMissile-ripoff, plus it fits with the whole "bioweapon" theme it seems to have going for it. |
Updated the OP with the current list of plans, and have now made it super-clear this is for the possible expansion pack. Egad! |
Some more idea spitballing: because the sub-theme of ARGENT is "more options!", I'm thinking of exposing the new guns by making each of them "replace" an existing one and provide the following options per-weapon:
For replacement candidates, here's what I'm thinking so far (A on left, B on right):
The Chaingun/Gauss replacements may seem strange until you realize they're the boss monster drops. :D Static is a bit unusual in its placement, but I'm thinking of going the "it doesn't use ammo, oooo" route. Would make it a utility-focused weapon since the whole "move to charge" thing is an unusual use case for a singleplayer environment. Speaking of ammo, there are two new types:
The big question here is whether or not I want to either:
...because I'm a weirdo and absolutely don't want to change the balance of the pre-expansion wad by doing an on-by-default, opt-out sort of thing. |
Expansion pack weapon plans! Oh no!
Current working MASTER LIST of COOL NEW GUNS to add:
...No idea how I'm gonna place these in-game yet, and that's a lot of spritework and tweaks, so this is stricly a post-release thing.
The text was updated successfully, but these errors were encountered: