DRL > Requests For Features
Alternative Fire modes for weapons
DaEezT:
For Shotty & Double Shotty:
Maybe the Doomguy could put something (the content of another shell?) into the barrel to increase the number of pellets/fragments (and thus damage). Sorta like Eric Draven does in The Crow when he puts the rings into the shotty :p
For pistols the obvious choice would be burst/auto fire (like Glock 18/Beretta 93R) but that would turn them into Chaingun clones. Maybe Double Tap. The difference is that the damage from both shots is combined and DR is only applied once, instead of once per bullet (like with the Chaingun).
tisiphone:
Looked up weapons in Dark Forces... can’t really see what’s notable about them...
Anyway, had another idea that could work for the plasma rifle:
Highly-charged plasma bolt (which actually makes more sense then the rail-gun thing considering the nature of plasma). The alternative fire would consist of firing one bolt of plasma that upon impact would send an electric charge to the closest enemy or player. The electric current would zap around from enemy to enemy until it has covered certain distance. The damage inflicted by this electric current would depend on the distance it has traveled (i.e. it will lose its power as it travels until it dissipates). The implications of this being that this should be used when a number of enemies are bunched up together as you could inflict large damage to them all in one attack. Also this attack should be used at range to avoid the charge from homing in on you and (literally) backfiring. A further effect from this would be that in an open area this attack is likely to attract more daemons your way as the charge zaps out of sight and hits some poor unsuspecting monster(s). I guess it would also make sense to make this attack need a number of power cells to perform.
The railgun attack could be given to the chaingun (it’s possible to imagine the chaingun firing high velocity rounds through some inbuilt function) or to the BFG.
tisiphone:
--- Quote from: Potman ---Well? Well?
--- End quote ---
I like the Rocketeer idea :). Actually your post gave me some ideas (well, what I mean is I stole your concepts and applied them slightly differently :P).
Alternative fire option for the rocket launcher could be something like an anti-tank rocket [1]. Basically, instead of an explosion when the missile impacts the rocket would spurt out corrosive fluid out around the general vicinity, generating an acid / lava pool around the target. The corrosive fluid should remain there indefinitely making it risky to use as you might need to go over it later on and you could destroy useful equipment (which should be destroyed as soon as it is hit by the corrosive fluid). The spread of the corrosive fluid should be mainly in a smaller area as compared to the natural explosion of the rocket. Also to keep with the theme of the rocket launcher being a dangerous weapon to use when equipment is near by there should be splatters of the corrosive fluid flung out of that smaller radius to endanger equipment. As a bonus, though, the anti-tank rocket should do more damage then the average rocket.
Also an idea I got from the rocketeer suggestion was that maybe one of the more high-tech weapons (BFG, plasma rifle and LS?) could have some kind of teleporting function. I imagine this being a bit like the translocator in Unreal Tournament. Or alternatively the weapon could be used to make a hole in the dimensions to allow you to make a short cut between places in times of need. Or you could have the alternative fire option work like a phase devise (using up bugger loads of ammo during the process making the phase devise a preferable choice).
By the way, since I make up nearly half of the posts on this topic, is there still some interest in this feature being implemented? Is this having any effect other then just increasing my post count :P?
[1] Shamelessly stolen from Portman’s LS idea :P.
Thomas:
My thoughts on this:
Combat knife:
OP got it perfectly. I'm all up for anti-demon attacks on AoB.
Chainsaw:
Execute. Instant kill at 0-10 HP (Whereas a normal attack may screw you over with bad luck)
Instant kill at 11-15 HP, but tends to miss, as the enemy is still powerful enough to duck quickly.
Does nothing at 16+ HP. (Perhaps shows a message saying "Argh, he's still too healthy to finish off now."
Takes slightly longer than a normal swing.
Pistol:
Steady aim. Takes twice your current shooting speed, but always hits (regardless of any modifiers on tohit%) and can't do less than 4 damage (i.e the shot does 5-8 instead of 2-8).
Shotgun:
The OP's idea's pretty nice.
Chaingun:
Not quite sure about this one either, but a special reload for only 5 shots might be nice.
RL:
Rocketjump! Deals damage around you in a Arch-Vile-esque way, but also makes you fly a short distance and lose 5 HP. (No warning message for people who happen to be on 5 HP or less. It'd make a funny mortem.)
Thomas the cacodemon luitenant died when he blew his legs up on level 15 of the phobos base.
or
3 of them died trying to jump using the propulsion of their gun or something?
Plasma rifle:
Something that allows you to choose how many shots to fire, perhaps?
necro:
For a pistol, at close range, it seems logical one could tap off a head shot, and possibly with higher stats a double or tripple shot at increased damage with the price being a lsower shot, perhaps not possible on fast targets.
For the shot gun, a point blank face shot for an instant kill chance on certain enemies would be neat, at the cost of having to be within melee range
for the combat shotgun, it might be neat to be able to do a double target shot but only at close ranges and the next shot would fire slower
for the double shotgun, what about a very close range shot that will thow the enemy back and stagger them
for the plasma rifle, why not a shot that deal splash damage but not directly behind the enemy
for the rocket, a melee that shoots the enemy away with the rocket for a certain range before exploding would be cool IMO (fires the enemy) and perhaps with some enemies, it could cause them to deal extra damage to the rocket like a pain elemental. It'd also be cool to do this with explosive barrels (shooting both at once)
for the bfg, why not fire a round that sticks to its target for a few turn, each turn dealing a large amount more damage whatever is at that space (like the bfg from the doom movie)
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