Weapons list
Posted: Sat Jan 06, 2007 6:18
For sake of organization, I'm reposting the old list from the last thread. I will make small modifications to the list if necessary.
A tentative list of weapons. The player is allowed to have only one weapon per slot. Purchasing a new weapon will sell the old one for 50% of its price before buying the new one. All weapons are of the sci-fi persuasion, Doom 3 style.
EDIT by Paul for progress:
Orange colour - weapn graphics done (might need hands or animation, though)
Green colour - weapon code and graphics done (might need rebalancing or additions, though)
Slot 1 - Melee
1. Fists, or a combat knife or something simple. Quick, low damage.
2. Taser/stungun. Something similar to the riot prod from either Deus Ex or Red Faction, in that you can swat people with it, or turn it on and zap them (which costs battery power).
3. VibroAxe. A futuristic kind of one-handed battle axe, that vibrates to do extra damage. Works like Hexen's axe - does more damage if it has power.
Slot 2 - Pistols
1. 9mm Semi Automatic. Like the original, weak, but has a large clip. Player can buy a second one for dual-wield action.
2. Magnum/D-Point Magnum. A five-shot revolver that shoots .454 Casull ammunition. Can be upgraded to fire .454 D-Point ammo, doing much more damage but costing more per bullet and randomly injuring the player (~1 point per shot?) with its massive recoil.
3. Silenced .32 Handgun. Slightly weaker than the 9mm, holding less ammo per clip, but cheaper to buy ammo for, and has the advantage of being silent.
Slot 3 - Shotguns
1. Personal Defense Pump-Action. Has a tight spread and a large internal magazine, but shells don't do very much damage.
2. Semi-Automatic Assault Shotgun. Sort of like the USAS12 or SPAS-15. Slightly more powerful than the PD shotgun, reloads and shoots faster, but the spread is wider and ammo costs slightly more.
3. Sabot Shotgun. In the style of Turok's autoshotgun (or alternatively, the real-world MM-1 grenade launcher). Holds five sabot shells to its integral drum clip, each of which does a lot of damage, but has no spread (and cannot hit multiple targets) and is expensive to buy ammo for.
Slot 4 - Automatics
1. Flechette Gun. An SMG-type weapon, styled after the real-world Bizon SMG. Shoots tiny little darts, which are very cheap and plentiful but do little damage and are best used on weaker enemies. Can be dual-wielded.
2. Personal Defense Weapon. FN-P90 style. Looks like an SMG, but fires 5.56mm NATO rounds. Given the standardized ammo type, it's relatively easy to buy ammo for. Can be upgraded with a suppressor.
3. Assault Gun. Styled after the FN SCAR rifle. Powerful rifle, with small clip (20 rounds) and can only fire in single shot or burst fire mode. Can be upgraded with an underslung grenade launcher.
Slot 5 - Throwable
1. AP Grenades. Small grenades with a medium blast radius that does minimal damage to surrounding enemies. Pineapple style.
2. Frag Grenades. Medium sized grenades with little to no blast radius, but throws a shower of shrapnel around that does average damage to surrounding foes.
3. HE Grenades. Grenades that have no frags, but a large, powerful blast radius. Expensive.
Slot 6 - Energy Weapons
1. Blaster. Similar to Quake 4's in form and function, except for the fact that its battery is limited and cannot be replaced. When the blaster is empty, a new one must be purchased. Cheap, but disposable.
2. Plasma Auto-rifle. A medium-range projectile weapon with good damage, but slightly inaccurate projectiles. Must be reloaded.
3. Man-portable Particle Accelerator. Shoots very fast, high-damage projectiles with a high degree of accuracy, but takes a long time to recharge afterwards. Form-wise, it looks vaguely like the Russian PTRS anti-tank rifle.
Slot 7 - Explosives
1. Disposable LAW. Light anti-tank rocket launcher that cannot be reloaded, similar to the Panzerfaust. Not particularly expensive.
2. Recoilless anti-tank shell launcher. Similar to the one in The Stranger, launches very fast (hitscan) rockets with high damage but low blast radius.
3. Portable Anti-Matter Generator. Hold fire button to charge, and release only when it's fully charged and ready to fire. Launches a chunk of anti-matter that will disintegrate pretty much anything, including the weapon itself after a few shots. Naturally, that makes this weapon disposable.
A tentative list of weapons. The player is allowed to have only one weapon per slot. Purchasing a new weapon will sell the old one for 50% of its price before buying the new one. All weapons are of the sci-fi persuasion, Doom 3 style.
EDIT by Paul for progress:
Orange colour - weapn graphics done (might need hands or animation, though)
Green colour - weapon code and graphics done (might need rebalancing or additions, though)
Slot 1 - Melee
1. Fists, or a combat knife or something simple. Quick, low damage.
2. Taser/stungun. Something similar to the riot prod from either Deus Ex or Red Faction, in that you can swat people with it, or turn it on and zap them (which costs battery power).
3. VibroAxe. A futuristic kind of one-handed battle axe, that vibrates to do extra damage. Works like Hexen's axe - does more damage if it has power.
Slot 2 - Pistols
1. 9mm Semi Automatic. Like the original, weak, but has a large clip. Player can buy a second one for dual-wield action.
2. Magnum/D-Point Magnum. A five-shot revolver that shoots .454 Casull ammunition. Can be upgraded to fire .454 D-Point ammo, doing much more damage but costing more per bullet and randomly injuring the player (~1 point per shot?) with its massive recoil.
3. Silenced .32 Handgun. Slightly weaker than the 9mm, holding less ammo per clip, but cheaper to buy ammo for, and has the advantage of being silent.
Slot 3 - Shotguns
1. Personal Defense Pump-Action. Has a tight spread and a large internal magazine, but shells don't do very much damage.
2. Semi-Automatic Assault Shotgun. Sort of like the USAS12 or SPAS-15. Slightly more powerful than the PD shotgun, reloads and shoots faster, but the spread is wider and ammo costs slightly more.
3. Sabot Shotgun. In the style of Turok's autoshotgun (or alternatively, the real-world MM-1 grenade launcher). Holds five sabot shells to its integral drum clip, each of which does a lot of damage, but has no spread (and cannot hit multiple targets) and is expensive to buy ammo for.
Slot 4 - Automatics
1. Flechette Gun. An SMG-type weapon, styled after the real-world Bizon SMG. Shoots tiny little darts, which are very cheap and plentiful but do little damage and are best used on weaker enemies. Can be dual-wielded.
2. Personal Defense Weapon. FN-P90 style. Looks like an SMG, but fires 5.56mm NATO rounds. Given the standardized ammo type, it's relatively easy to buy ammo for. Can be upgraded with a suppressor.
3. Assault Gun. Styled after the FN SCAR rifle. Powerful rifle, with small clip (20 rounds) and can only fire in single shot or burst fire mode. Can be upgraded with an underslung grenade launcher.
Slot 5 - Throwable
1. AP Grenades. Small grenades with a medium blast radius that does minimal damage to surrounding enemies. Pineapple style.
2. Frag Grenades. Medium sized grenades with little to no blast radius, but throws a shower of shrapnel around that does average damage to surrounding foes.
3. HE Grenades. Grenades that have no frags, but a large, powerful blast radius. Expensive.
Slot 6 - Energy Weapons
1. Blaster. Similar to Quake 4's in form and function, except for the fact that its battery is limited and cannot be replaced. When the blaster is empty, a new one must be purchased. Cheap, but disposable.
2. Plasma Auto-rifle. A medium-range projectile weapon with good damage, but slightly inaccurate projectiles. Must be reloaded.
3. Man-portable Particle Accelerator. Shoots very fast, high-damage projectiles with a high degree of accuracy, but takes a long time to recharge afterwards. Form-wise, it looks vaguely like the Russian PTRS anti-tank rifle.
Slot 7 - Explosives
1. Disposable LAW. Light anti-tank rocket launcher that cannot be reloaded, similar to the Panzerfaust. Not particularly expensive.
2. Recoilless anti-tank shell launcher. Similar to the one in The Stranger, launches very fast (hitscan) rockets with high damage but low blast radius.
3. Portable Anti-Matter Generator. Hold fire button to charge, and release only when it's fully charged and ready to fire. Launches a chunk of anti-matter that will disintegrate pretty much anything, including the weapon itself after a few shots. Naturally, that makes this weapon disposable.