Topic: No more weapons :-( ? (lots of ideas)
Hey,
I've read the sticky thread and it seems you're not too eager to add more weapons ! That would make me very sad, because 1) I like the game a lot 2) I discovered it only recently 3) I have lots of ideas. Ideas are cheap, it's the implementation that's hard. Invention is 1% inspiration, 99% perspiration (Thomas Edison)
Note that some of the weapon ideas I post are not new - but I refined them and thought how to make them interesting and balanced.
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NEW SERVER SETTINGS:
Random weapons
Replaces all (or some) weapons on the map with Random Weapon item (see below). It would be a breath of fresh air on many maps which otherwise may become stale.
MISC ITEMS:
Random Weapon
Gives you a random weapon (except special/powerful ones like katana) when picked up. Has an appearance of a question mark.
KATANA-LIKE WEAPONS
(Have a time limit and spawn rarely)
Ball and chain
Now this is a crazy weapon ! It's not wielded. A spiked ball on a chain is attached to the tee. It doesn't hamper movement at all, but it uses whatever best physics and inertia you can come up with. It's an indirect weapon - you have to maneuver properly to pull the ball behind you and make it hit other tees. I suppose it's going to be quite tricky to use (and fun !), so perhaps allow wielding your regular weapon with it. Tees hit by the ball are knocked back quite a lot and stunned for a second or two. Maybe it should be limited somehow, for example after hitting someone with the ball the spikes retract for 1 second. For the duration it would only cause knockback, not damage. Without this limitation (1 hit per second) it may become too devastating in some cases.
Fun with Gravity
Reverses the gravity for the tee which picked it up ! You can walk on ceilings, and shots from your weapons fall... upwards.
ONE USE WEAPONS:
(These weapons have only 1 ammo in the pack, but respawn as often as normal weapons. In practice, they would be more scarce than most weapons, but more common than katana)
Shrapnel Grenade
Once fired, it flies in an arc, bouncing off obstacles, and finally explodes after 3 seconds. The explosion is not an ordinary one ! It's shrapnel, around 20 shotgun pellets flying in all directions (like a fan). Cover and timing would be very important when using it. Does not explode when it hits a tee, only once the 3 seconds run out. Can be bounced with a hammer !
Molotov Cocktail
Flies in an arc, explodes after hitting something. All surfaces in the close proximity of the explosion become covered in burning gasoline. It burns for 5 seconds. (See, it's very important that there's only 1 cocktail in the weapon pack)
Leash Trap
Can be placed like a landmine. There can be only 1 trap on the map, and if you place second the previous one disappears. It's invisible until you come quite close to it. Enough to be dangerous, but avoidable if you're careful. To make it more skill-based rather than luck based, it should make a distinct sound when placed. It's not an ordinary explosive trap - anyone caught in it is attached to a leash. The other end of the leash is remains in the ground. Leash lasts for, say, 10 seconds. So a tee caught by the trap can't move far from the trap, but can fight back !
Portable Hole
There can be only 1 hole on the map in any given moment. Any new placed hole replaces the old hole. It is fired for a short distance and attaches itself to a wall. For the duration, all tees can enter the hole to appear on the other side of the wall. You may have seen it in a cartoon :-)
Swap Teleporter
Fires in a straight line. Hitscan weapon, much like the blue laser. If you hit a tee with it, you and the other tee switch positions with each other ! It will take some creativity to use but can be lots of fun ! Jump off a cliff and hit another tee ! Use it when cornered. Confuse your enemy and kill him before he recovers. Beat someone to a weapon !
Goo grenade
Inspired by some ideas from the other thread. Covers all surfaces close to impact (even walls and ceiling !) in very slick goo. It greatly increases inertia and makes the grappling hook not work on the surface. The goo disappears after 5 seconds (needs to be playtested).
Magnet
You fire it like a grenade launcher. Once it hits any surface, it stays there for some time (10 seconds ?). While it lasts, it attracts all grappling hooks fired in its range - no matter how you aim, you always hit the magnet ! A very disruptive toy.
REGULAR WEAPONS
(Regular weapons with ordinary amount of ammo, respawn time etc.)
Handgrenades
They would work like handgrenades in various Team Fortress mods for Quake, Quake3, TFC; like handgrenades in Wolfenstein:Enemy Territory and also Quake Wars. With some limitations to prevent spam: 1) you can't throw another grenade before your last one explodes 2) they don't explode on contact.
For the uninitiated: handgrenades in Team Fortress, Wolfenstein etc are very skill-based and tactical weapon. You press the fire button to prime the grenade. You hold the fire button (grenade explodes after some time, for example 3 seconds). To throw the grenade, release the button. The grenade bounces off walls, and explodes 3 seconds after being primed.(No matter if you actually throw it or not). It's quite an unusual weapon, because it puts focus on other skills than aim. You can't just point&click with it, you have to anticipate the movement of enemies and release the grenade with the right amount of time left, to make it explode as near the enemy as possible. It would be the worst weapon to use in close combat, very vulnerable to hammer. BUt trust me, kills with grenades like that are very satisfying . I've been mastering it for years. Bonus points if you can make the grenades roll rather than just bounce. I know only 1 game which has grenades that actually roll: Sauerbraten, the free 3d FPS game.
Machinegun
Fires 5-10 rounds in a burst. There is a delay after each burst - a second or so. It would be pretty good at mid-long range, but not so good up close. You may get your ass kicked by pistol or shotgun. It would encourage the use of cover and hit&run tactics. All rounds in fired in a burst, unlike the pistol.
Plasma Gun
Direct hit weapon with slow-traveling missiles. Half the speed of pistol bullets, or slower. High damage, but somewhat easy to dodge.
PERMANENT UPGRADES
(Yes, you've read it right. To keep things sane they are quite subtle and mutually exclusive, so if you pick one up you can't have any of the other permanent powerups)
Baseball Bat
A melee weapon similar to Hammer, but You Can Bounce Grenades From Grenade Launcher With It ! The grenades you hit would flee in a reversed arc, in such way that they'd hit the spot they were fired from ! This could be a hillarious weapon to use against all those grenade launcher addicts. It would be rather hard to use effectively (basically impossible without hotkeys) but very, very rewarding. It may be necessary to add some auto-aim to it, otherwise it will be too hard to hit grenades. Currently Grenade Launcher is the most powerful weapon, owing to the fact it requires the least skill to use effectively. A weapon to specifically counter GL - in a fun way - doesn't seem a bad idea to me. Let's face it, the inconvenient truth about rocket launchers in FPS games is that they're often popular because they're the easiest to hit with.
As a bonus, to make the weapon less one-purpose, it could be used to knock the weapon off the hands of another tee. It would fly away, perhaps even disappear.
Akimbo(Dual) Pistols
You permanently get 2 pistols instead of one. Eats through ammo twice as fast, each click fires 2 bullets in rapid succession. It would require skill to use, because you'd drain your ammo much faster and you'd have to aim better.
Laser Pointer
Replaces your crosshairs with a line. The line becomes red if it crosses a tee. This makes it easier to aim, but you still have to aim.
Bomb
Instead of dying like everyone else, you explode on death.
OTHER
Spear
Flies in an arc, hits hard, passes through multiple targets and eventually hits a wall. The catch ? Only 1 ammo, only 1 on map at all times ! The catch ? If you die with the Spear in your inventory (or in hands), you drop it on the ground. If you throw it, it always eventually hits a wall because it passes through enemies. Once that happens it... remains stuck in a wall and can be picked up. So as soon as you throw it, you make it available for enemies to pick up. Make sure you don't miss ! Players are going to fight over it, but as soon as one of them gets it, he loses it. I'd call that quite revolutionary. It can have its own game type. If the spear is not picked up for, say, 60 seconds, it respawns at its original position. ANd only then.
It would be a bit like playing Tag.