TROH Armament Update Plan (Long)

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Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

TROH Armament Update Plan (Long)

Post by Dr. Shadowborg »

Okay, this is as much to put my plans down somewhere as to let any who are interested know what's up with TROH.

I've been working on TROH using fresh progs106 sourcebase. This is different from previous TROHs, which used progs106 with Patrick Martin's Cranked! patch applied.

Updates:

1. Armor
Armor system totally overhauled again, taking a more Half-Life-ish approach with the introduction of the HCV Vest. (i.e. Power Batteries) This means that you don't have to find a more powerful armor item to go beyond a certain point; Just keep picking up armor powerups until you hit the maximum. Armor maximum is set at 250 points, and item pickups will give 25, 50, and 100 point boosts respectively. Unlike HL though, the HCV is capable of being powered up with two additional upgrades: Enviro and Energy. By default, the HCV comes with Ballistic protection, but by getting the upgrades, you can switch between the other two. Each armor type protects well against a certain types of attacks while being weak against others. Also, some armor types will have special abilities that automatically kick in when needed, such as the Enviro armor. Take a dip in slime, or swim too long in water, and it automatically activates acting like the Original Biosuit. It should be noted though that when using special abilities, armor will degrade. While this may seem like a rip off of Wazat's Conquest's armor system, this is much more simplified. Additional items may or may not be present that also are powered by the HCV vest's energy supply.

2. Weapons

Slot 1:
1. Knife: Fast, but only about as strong as the original quake axe was. Secondary charges up the attack, up to five times regular strength. Ineffective against heavily armored targets. No Trifire Support.

2. Axe: Replaces the Knife when you find one, does 36x3 damage. Secondary throws the axe, dropping you back down to the knife, until you pick up the axe, or get a replacement from knights. Thrown axes have a chance of getting stuck in a foe, causing bleeding until the axe is removed. Okay against armored targets. No Trifire Support.

3. Chainsaw: Replaces the knife / axe when you find one. Very fast, and damaging, but uses limited fuel, and you cannot carry it between levels. Dropped by ogres. No Secondary or Trifire Support.

4. Hand Grenade: An Alternate for whatever melee you currently have. Does roughly 180 damage. The longer you hold the key, the further you throw it, secondary is the same, except grenades detonate on impact. Uses special hand grenade ammo. No Trifire support.

Slot 2:
1. Focussed Microwave Pulse Pistol: Replaces pistol, primarily because I'm too busy, and lazy to make a good regular pistol model. (Uses old SP-6 Shotpistol model) Energy type weapon, 25 shot magazine. Once magazine is depleted, 10 seconds are required to recharge. You can use other weapons during that 10 seconds though. Primary fires a hitscan radiation burst, Secondary charges a PerQuake Voltaloyz style bolt, Trifire discharges with a BFG like delay all remaining ammo in one massive exploding hitscan radiation burst. (Targets killed by the Trifire attack are placed somewhere in the middle of the pain anims, with EF_BRIGHTFIELD, and explode quite messily after a second or two.)

2. Akimbo FMP Pistols: See Above, only in this case x2.

Slot 3:
1. Shotgun: Quite a bit different from the previous TROH shotguns, it fires 12 hitscan bullets that do quite a bit more damage than previous TROH shotguns at the same rate as the original Quake shotgun. Secondary fires two shots in quick succession. Trifire tosses a hand grenade. (uses hand grenade ammo) Also has Explosive buckshot as an alternate ammo.

Slot 4:
1. MGUN-2X: Better model, same balanced goodness. Primary fires 1 hitscan bullet and one spike tracer in full auto, secondary fires underslung impact grenade launcher. Trifire zooms in/out. Also has Razortip delayed explosion spikes. (Uses explosive buckshot ammo) When using Razortips, secondary fires a three shot burst of Razortips.

Slot 5:
1. 20mm Impact Chaingun: More or less like Quake2's chaingun, only this baby fires explosive bullets. Secondary allows you to spin the barrels without firing, thus eliminating spinup/spindown times but it's noisy and alerts monsters in a large radius. Side effect is that it can also operate as an impromptu chainsaw. No Trifire support. Possibly also would be able to be a shotmachinecannon, by firing shotgun shells?

Slot 6:
1. Barracuda Grenade Launcher: Replaces the Trident. Same insane fire rate, no Triple grenade spread, and only an 8 round magazine rather than a 18 round magazine. Fires regular bouncy grenades, noisy proxies (2 ammo, but hand grenade blast), Phoenix Incendiary grenades, and a weaker X-Bomb subbomblet that sets targets on fire. No Trifire support.

Slot 7:
1. Apocalypse Missile Launcher: Another favorite from previous TROHs >=D Normally fires Large missiles (220-240 damage Very Powerful, but uses 3 rockets), Secondary launches Remote Detonated Mortar shells. Trifire detonates remote munitions. Also uses Super Missiles (special ammo), normal is X-Bomb (ROTT Firebomb), Secondary is Localized Thermonuclear Fusion Warhead. (Those of you who follow TROH's progress know and love this baby, with it's direct impact damage of 2000, 220-240 explosion radius, and the secondary fusion blasts) Slow fire rate, but fun nontheless >=D

Slot 8:
1. Ragnarok Compression Plasma Rifle: A relative newcomer in this form, it fires powerful fusion based shots at a quick rate, 60 shot power cell, secondary fires a railgun-like (only better >=D) plasma beam. Also has an upgrade that allows it to fire Fusion Bursts (explodes on impact like a single Apocalypse LTFW fusion blast), and Plasma Disruption Bombs (Like Barracuda GL, only explodes on impact, and can fire 12 shots with a 60 shot cell) You will like this incarnation >=D

Slot 9:
1. Focussed Thermal Disruptor: The obligitory flame/freeze thrower. Mode1 Primary rapid fires a short ranged flame puff, secondary charges up for a Jeht / BoV Napalm shot. Sets targets on fire. Mode2 is the same as Mode1, except targets it kills are frozen, then shatter after a short time. Very powerful against non enviroarmored foes. No trifire support. Uses cells.

Slot 10: (Very much tentative)
1. Zerstorer Bloodcube: (Think something along the lines of Blood's Life leech perhaps.)

2. Mjolinir: Ritual Entertainment (Hipnotic)'s missionpack weapon, with some extra goodies

3. Necronomicon: Most likly I've mispelled this, anyway, four spells, drains health to use, (varying by how many runes you have), ranging from summoning a helper monster, to other more unpleasant things.

Monsters:

I'll add more info for these later.

Any who survived all that and want to comment should do so ;)
Supa
Posts: 164
Joined: Tue Oct 26, 2004 8:10 am

Post by Supa »

Not much I can say other than I'm very much looking forward to this. :P
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Wazat
Posts: 771
Joined: Fri Oct 15, 2004 9:50 pm
Location: Middle 'o the desert, USA

Post by Wazat »

I'm looking forward to it too. And don't worry if people think you're ripping off my shield system -- I'm flattered if people think enough of it to copy it. :)

Good luck and keep us updated!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Post by Dr. Shadowborg »

Time for a little bit more of an update.

The Chainsaw is not going in, unless people actually care enough to tell me to save it.

Monsters:

Grunts:
Will still have three flavors, but only green and yellow remain from previous TROHs. The third flavor is a black armor mutation. (Think HL's Zombie) Greens carry FMPs, Shotguns, and hand grenades. Yellows carry Shotguns, MGUN-2X's, Hand Grenades. Black Mutation gets MGUNs exclusively. Additionally, something nasty may pop out of Black Mutations when you kill them. All flavors can strafe, though they only do so when not firing. Occasionally drops Energy Cores (recharges Armor)

Enforcers:
Three Flavors. Blue, Gold, and Mega. Blue Level Enforcers usually pack a Shotgun or Thermal Disruptor. Gold Level Enforcers carry a Ragnarok Compression Plasma Rifle. Mega Level Enforcers have a shoulder weapon, and Grenade Launcher. Like Grunts, they can strafe while not firing, but are less prone to do so, due to their heavier armor. Also drops Energy Cores. Note that I may include an additional two flavors, for mapper use. These flavors would be Ally (Think HL Barney) and Marine (attacks both players and monsters).

Ogres:
Again, three flavors. All ogres carry chainsaws and hand grenades / grenades. Regular type ogres carry Shotgun or FMP. Marksmen (identified by the blue armor bracers) carry MGUNs, though more commonly Barracuda Grenade Launcher. More durable than the regular ogre. Omega Ogres remain much like their previous incarnations, wielding Apocalypse Missile Launchers, but also have powerful armor. Of the three, only the Omegas will drop Energy Cores.

I'll add more monster plans soon.
Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Post by Dr. Shadowborg »

Weapon addenda update:

1. FMP
- Weak Microwave bursts assigned to primary fire may be removed, in favor of a weaker but faster VoltBuster shot that may be fired underwater. Additionally, Radiation Surge may see some changes, namely a switch from hitscan projectile to VoltBuster style projectile, with massive effects on impact.
Wazat
Posts: 771
Joined: Fri Oct 15, 2004 9:50 pm
Location: Middle 'o the desert, USA

Post by Wazat »

Thanks, Shadow. Look'n forward to it!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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