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Author Topic: Weapon/feature concepts/ideas thread  (Read 1672 times)

Perci

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Weapon/feature concepts/ideas thread
« on: November 22, 2015, 03:01:50 pm »

Post any game concepts unrelated to GG2: weapons and features you'd like to see in either an already existing or a future video game.
You can also make concepts for and discuss already existing, but broken/unfun weapons, such as the Pretty Boy's Pocket Pistol in TF2.
Please make it clear what kind of game you're talking about (if it exists).
No need to describe your idea via numbers, try to give an as basic concept as possible.
Thanks, and have fun.
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ShadowMario

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Re: Weapon/feature concepts/ideas thread
« Reply #1 on: November 22, 2015, 08:57:39 pm »

Nope.avi Head Re-skin (joke 8D) and Demoman Shield
First!
« Last Edit: November 23, 2015, 07:28:26 am by ShadowMario »
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Fuzion ╬mwe

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Re: Weapon/feature concepts/ideas thread
« Reply #2 on: November 23, 2015, 04:45:26 am »

TF2 Workshop item created by: Constructor

The Backbite

On an attempted stab, player loses his arm.
Arm could only be put back by a medkit or resupply cabinet.
When trap is activated: Stabber loses 20hp

15% Slower movement speed
-25 Health
Disables secondary weapon
Can only be used once
Cannot re-arm unless close to a resupply cabinet
« Last Edit: November 24, 2015, 11:25:11 am by XxX_RocketJumper_XxX »
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Meower

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Re: Weapon/feature concepts/ideas thread
« Reply #3 on: November 23, 2015, 05:37:29 am »

I love doing that shit too with the workshop items, it's a damn shame volvo sucks dick
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Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #4 on: November 23, 2015, 10:51:50 am »

TF2 Workshop item created by: Constructor

On an attempted stab, player loses his arm.
Arm could only be put back by a medkit or supply cabinet.

30% Slower movement speed
-25 Health
Disables secondary weapon

Or just make it the same as the razorback.
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Meower

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Re: Weapon/feature concepts/ideas thread
« Reply #5 on: November 23, 2015, 10:57:51 am »

Or just make it the same as the razorback.
You're boring
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aronhun

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Re: Weapon/feature concepts/ideas thread
« Reply #6 on: November 23, 2015, 11:07:37 am »

There is also an item like this as it was said the Razorback.

Can someone make me an illustrated picture of the weapon for me?
I imagine it as


I would prefer a secondary weapon that would only change the secondary slot for engineer, and it would go like this:

The Protector's radar
(i) Replaces Dispenser with a Shield generator
(i) Heals back the same ammount of HP as a dispenser to the teammates
(i) You can turn it on/off by using the secondary weapon and press m1
(i) Can restore the power of the generator with metal or a very close dispenser
- The Shield takes the 33% of incoming damage
- The buildings in the Generator's shield are healed with +1hp/sec
- Until the building is not destroyed the engineer who built the machine, will absorb 10% of incoming damage, when the machine is turned on.
- Reveals enemy spies in the shield's electro field

- The shield generator has -25% less hp than a dispenser (on the same level)
- Can run out of power
- Doesn't give ammo back
- You won't have a secondary weapon


Another facts
(click to show/hide)

Here you can find all information about dispenser
https://wiki.teamfortress.com/wiki/Dispenser
« Last Edit: November 23, 2015, 11:26:51 am by aronhun »
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Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #7 on: November 23, 2015, 12:23:29 pm »

Sticking to dispenser concepts, I think there could be like a changing machine, replacing the dispenser as an option.
It would build much faster and be only able to dispense ammo and heal fast. It would build metal ammo with healing done to teammates (not yourself), and drop it as a metal pickup when the bulding gets destroyed.
Only one level, used for quickly healing your mates up and getting lots of metal in change. It would not dispense metal passively and its gibs could not refill metal either, only the box or something that it drops.
Similarly to the mini-sentries, they could be linked to the gunslinger, too.
Also, decreased cost (~50-80 metal).
I think it definetely would be cute with the mini sentry. :dispenser: :x5:
« Last Edit: November 23, 2015, 12:23:58 pm by Brilliancegoat »
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AcidLead

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Re: Weapon/feature concepts/ideas thread
« Reply #8 on: November 23, 2015, 08:14:16 pm »

is TF2 the only shooter you've ever played? just make doom wads, decorate script can do most of that and then it's not even just wistful theory, it's like babby's first curlybrace language, i spend like 120% of my free time on that shit

the other 80% i spend on the theoretical stuff because honestly A_RailAttack needs a flag for wall penetration and there's no support for more than one layer of armor

but until I understand unrealscript better I'm not releasing anything publicly because if I'm gonna release something with 300+ weapons and 100+ non-weapon equippables it had better be bloody top notch or nobody will notice it let alone scoff at it, if only because I have no art skill or art staff

although if you ask the UT engine wiki how to make a mod the first step is "have a team of 200 people and six hundred thousand dollars"
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fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #9 on: November 24, 2015, 09:27:05 am »

is TF2 the only shooter you've ever played? just make doom wads, decorate script can do most of that and then it's not even just wistful theory, it's like babby's first curlybrace language, i spend like 120% of my free time on that shit

the other 80% i spend on the theoretical stuff because honestly A_RailAttack needs a flag for wall penetration and there's no support for more than one layer of armor

but until I understand unrealscript better I'm not releasing anything publicly because if I'm gonna release something with 300+ weapons and 100+ non-weapon equippables it had better be bloody top notch or nobody will notice it let alone scoff at it, if only because I have no art skill or art staff

although if you ask the UT engine wiki how to make a mod the first step is "have a team of 200 people and six hundred thousand dollars"
Doom is for charge and I cannot program.  :drool:
« Last Edit: November 24, 2015, 09:27:18 am by Brilliancegoat »
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Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #10 on: November 24, 2015, 09:29:00 am »

Or just make it the same as the razorback.
You're boring
There's no need to create a weapon with the same purpose but different stats.
Also losing an arm sounds just way-way-way too extreme for such a game.
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Fuzion ╬mwe

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Re: Weapon/feature concepts/ideas thread
« Reply #11 on: November 24, 2015, 09:34:56 am »

Or just make it the same as the razorback.
You're boring
There's no need to create a weapon with the same purpose but different stats.
Also losing an arm sounds just way-way-way too extreme for such a game.
In a game where bodies and parts of bodies fly everywhere. In a game were you see everyone explode. In a game where you blow someone┤s head off. In a game where you have a spy┤s arm as a weapon.
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Perci

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Re: Weapon/feature concepts/ideas thread
« Reply #12 on: November 24, 2015, 09:38:25 am »

Or just make it the same as the razorback.
You're boring
There's no need to create a weapon with the same purpose but different stats.
Also losing an arm sounds just way-way-way too extreme for such a game.
In a game where bodies and parts of bodies fly everywhere. In a game were you see everyone explode. In a game where you blow someone┤s head off. In a game where you have a spy┤s arm as a weapon.
In a game where being unarmed pretty much means being dead. It should just straight kill the poor stabber.
Halving health without cutting an arm or something wouldn't sound terrible, though.
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Fuzion ╬mwe

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Re: Weapon/feature concepts/ideas thread
« Reply #13 on: November 24, 2015, 11:11:43 am »

Or just make it the same as the razorback.
You're boring
There's no need to create a weapon with the same purpose but different stats.
Also losing an arm sounds just way-way-way too extreme for such a game.
In a game where bodies and parts of bodies fly everywhere. In a game were you see everyone explode. In a game where you blow someone┤s head off. In a game where you have a spy┤s arm as a weapon.
In a game where being unarmed pretty much means being dead. It should just straight kill the poor stabber.
Halving health without cutting an arm or something wouldn't sound terrible, though.
Can we move on. It's weapon idea after all.
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aronhun

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Re: Weapon/feature concepts/ideas thread
« Reply #14 on: November 24, 2015, 04:12:05 pm »

Geez why you wanna add something that is pretty much like an other but with some effect changed. The bear trap is like the razorback, so it's an existing item. There should be a weapon that still don't exists and probably a good idea. There are 2 different sentry but there was one dispenser. I decided to make a new one. Okay this doesn't mean that there is like 8 different rocket launcher so valve shouldn't make more but still means that every item has a difference. Like as the name says the directhit is for you know hitting someone with it, it doesn'T have a big explosion radius. The cow mangler is an electric weapon so it doesnt damage the buildings much. See there are difference, why would anyone make a second Bonk atomic punch or darwin's danger shield? They both sucks @ss, just as the razorback. Use the smg instead or jarate.
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