The purpose and intent of this thread is to get written down the basic plan with the functions of the weapons that will be present / debut, address issues with the armor system, items, and provide open discussion regarding said subjects.
Armor System:
The Armor system will remain mostly unchanged from it's current incarnation. (No differing types, Maximum 250 points, all armor pickups give universal amounts that add to your current total)
- Changes -
Energy type armor removed.
Enviro armor type sort of removed. Now functions as a sort of gasmask / fire-retardant item.
Armor icon types now are used for Malice style item icons.
Items:
Items are now classified into two types: Upgrade and Immediate.
Upgrade items use the armor icons.
- Upgrade -
Remote Control: Always availible, use to detonate / activate stuff.
Enviro-Field Generator (EFG): I'll probably stuff this goodie into the Reactor Core area of the level. Use it to hang out in the pool, become immune to the effects of turning on the irradiation fumes, and avoid getting lit on fire. The downside is that it slowly drains armor points while active.
Use Special: Probably used to drop / use secret goodies you can pickup throughout the level, such as the Pumpkin of DooM located in the garden area or the Ammo Pack.
- Immediate -
None yet...
Weapons:
Due to the large selection, I've decided to make it such that you can only have a certain weapon, or it's alternate, but not both at the same time. If you come upon such an alternate, and already have the other weapon it shares a slot with, and want to change, just walk up to it's pickup zone, and press the use key. You'll drop the weapon you had and pick up the new one.
Weapon List: (* denotes new debut)
- Melee -
Axe - Default Melee. You can power it up with cells, and also charge it up to do even more damage.
*Concussion Lancer - Replaces Axe. Unlike other weapons, this will automatically replace the axe, no questions asked. Modified industrial tool. Impale foes with detonating rivets, or blow them and their projectiles around. Features self-recharging power cell.
- Initial Starter -
Voltbuster Pistol - Straight from TROH. I'm hoping to set up a new model for this sucker.
Akimbo Voltbusters - Replaces Single Voltbuster. Get it from certain pickups throughout the level, or from fallen foes.
- Shotgun -
AutoShotgun - TROH Standard. Secondary unleashes flak bursts, whilst trifire lets you offhand grenades.
*Double-Barrel Coach Gun - PERQuake model. Way badassed, and probably overpowered, there's only one to be found in the level, and it will be located in the guest quarters area, right above the fireplace mantle, beside the shambler and fiend trophy.
- First Rapidfire weapon -
MGUN-2X Assault Rifle - TROH Standard. Need I say more? Underslung grenade launcher uses hand grenade ammo.
*Inferyno Shotgun - Since this mod will not have explosive shells for the AS and DBCG, I've made this one. Uses the SPAS-12 model I made, it functions like a normal shotgun except that it lights stuff on fire, and it's secondary delivers explosive blasts. Look around in the Habitation Dome's bathtub area for this one.
- Second Rapidfire weapon -
Impact Minigun - TROH Standard. Fires explosive bullets and an insane rate. Pair it up with an Ammo Pack Special for even more sustained fire endurance!
Thermal Disruptor - TROH Standard. Cook foes, then Freeze them for later consumption.
- First Explosive Weapon -
Barracuda Grenade Launcher - TROH Standard. Highly versatle, grenade spammer. Proxies and Thermite 'nades require hand grenade ammo.
*Line-Lock Launcher - Rapid fires half strength missiles that can punch through three targets exploding each time. Secondary bounces 'em off walls, exploding with each wall contact, but cannot pentrate living targets. Switch modes to flip the launcher around and unleash a swarm of drunk missiles or grenade cluster. 12 round magazine, drunk missiles are launched in packs of three, while grenades in 6.
- Second Explosive Weapon -
Apocalyse Missile Launcher - Slow reload, but extremely powerful.
- Changes -
Normal Missiles are now launched at half speed for the first half second, then speed up full. Additionally, the blast radius has been reduced to that of a regular q1 rocket, but the damage within that radius is double. This is intended to help balance the fact that this is most often a one shot killer. Additionally, if you have locked on to a target using the secondary fire key, missiles will home in on a target, so long as you keep the target within the lock cone. You can NOT fire any more missiles until you have unlocked the target (Trifire key), or the seeker missile has detonated.
X-Bomb, and X-Bomb Divider remain unchanged.
*PFG "Ragnarok" SigmaStrike - Fires the Plasma-Fusion Bursts that the upgraded CPR Grungir used to.
- First Energy Weapon -
CPR Grungir - TROH Standard. Plasma Rifle 40 watt range. Secondary fires a railgun like laser beam. Upgrade allows you to bounce the laser beam off walls, and unleash a new attack called the Linque Buster
*SPC Plasma Smartgun - Auto targets closest enemy. Cycle targets using the trifire key. Secondary fires slow moving, homing plasma bolts, whilst primary fires faster shots that cannot autotrack. Don't try using this underwater, unless you like that ever-crispy electric explosion.
- Second Energy Weapon -
*Singularity Cannon - Sucks. Literally.