HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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04-07-2011
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Former Test Subject
Crawler
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Join Date: Mar 2011
Posts: 17
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Weapon Redesign
As it turns out, all of the weapons need a complete redesgin from the ground up, which is perhaps one of the only ways to rebalance the game. Post your ideas here.
Crowbar and/or Stunstick: Same as always
Gravity Gun: Same as Source Forts, with a few improvements here and there
Standard 9mm Semi-Automatic Handgun: You guys take it from here
.357 Caliber 6-Shot Revolver: If it gets put in, it could use some changes, or even be replaced with a better weapon entirely, but still balanced.
Sub-Machine Gun: I guess it could use some work. It might have to be replaced with something else.
Pulse Rifle: Maybe make it so that your own Orbs can kill you and your Teammates? It wouldn't be so safe to use anymore.
Shotgun: The SPAS-12 is an Automatic Assualt Shotgun, the Pump-Action Loading Mechanism is only for loading Solid Slugs and Riot Control Rounds. The real-life SPAS-12 holds 8 rounds, and only has one barrel (the one on the bottom is only for storing ammunition). If you fired two shots quickly enough, you might get a "Double-Blast"
Crossbow: In Half-Life 2, it does 100 points of damage and does not do Headshot damage, so maybe you could reduce the amount of damage it does and make it do headshot damage. It wouldn't be an instant-kill weapon anymore.
Explosives: This includes Grenades, RPGs, SLAMs, and any other form of explosives. Here, we will need them nerfed, but with extra features to keep things fresh and fast-paced. And perhaps we could add extra grenade varieties. Frag would do more damage, High Explosive would have a larger Blast Radius, and then there would be Smoke and Flashbangs.
Special Weapons: Up to you guys.
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04-07-2011
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wanna PUG!
Veteran Fort God
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Join Date: Feb 2008
Location: USA/France
Posts: 10,831
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to be clear, the 1.9.x series isn't being developed and won't ever be again.
All our efforts are focused on Project Haven (a.k.a SF2.0), new game play, new weapons, new everything pretty much.
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04-07-2011
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Former Test Subject
Crawler
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Join Date: Mar 2011
Posts: 17
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And I am trying to come up with new weapons. I am basically trying to redo everything, but using the old stuff as a base. If you want, you can redo everything entirely.
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04-07-2011
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Team Robot
Flag Capper
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Join Date: Apr 2007
Location: DePaul, Chicago
Posts: 2,704
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Quote:
Originally Posted by AmaroqDricaldari
And I am trying to come up with new weapons. I am basically trying to redo everything, but using the old stuff as a base. If you want, you can redo everything entirely.
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Oh, it's good to know they have your permission to change the weapons in the mod.
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04-07-2011
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Former Test Subject
Crawler
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Join Date: Mar 2011
Posts: 17
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I am just brainstorming. I am not in charge. They are in charge, but I am brainstorming so that they would have some general ideas. I actually didn't find out about the new style they were going for until after I made this thread.
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Let's see what this baby can do.
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04-07-2011
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wanna PUG!
Veteran Fort God
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Join Date: Feb 2008
Location: USA/France
Posts: 10,831
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there is nothing to brainstorm. Devs decide of what will be made, if we need the community's opinion, polls are put up.
__________________
Quote:
Shubu: Hi
Shubu: I heard you own sf now
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Quote:
Originally Posted by halfwhit
az saves sf again
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04-07-2011
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yeah oh no
Fort Warrior
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Join Date: Oct 2005
Location: waltzing in the sky
Posts: 1,935
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to rephrase in a perhaps less blunt fashion (jeez the way some of you are laconic you would think there was a word shortage in the world):
amaroqdricaldar, it's great that you have so many ideas for the mod and are still so enthused about it (both of which seem to have been rather lacking recently!). sadly haven has been in development a rather long time, and the structure is so far removed from the sourceforts we know and love that it's quite hard to suggest such technically specific aspects of the game with limited knowledge of the new gameplay mechanics.
those aspects that can be thought about at this stage i am fairly sure have already been thought about in depth (two or so years to ponder something tends to do that to a project). those that can't have to wait until testing begins with the new gameplay style and modes - then it will be easier to see what is required of specifics like weapons.
if you want to get involved with this side of things, my personal recommendation would be to apply for the beta team (if you haven't already). i think the way the first few betas are going to run is as bugfixes for the very basics of modes (weapons will remain hl2 ones, along with models etc etc to my knowledge) and gameplay - and then from these opinions of how the first few versions play the dev team will be able to garner what kinds of directions to take specifics to complement and accentuate the main dynamics.
xxxxx
p.s lagginator, extreme sarcasm is neither helpful nor flattering
Last edited by Nocashvalue; 04-07-2011 at 06:49 PM.
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04-07-2011
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Veteran Fort God
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Join Date: Apr 2007
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Originally Posted by Kanroook on his CRT Monitor
Sir Kanroook: I turn the radiator off in my room and use it as a heater
Sir Kanroook: in winter
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04-07-2011
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100% dude
Veteran Fort God
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Join Date: Jun 2006
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Quote:
Originally Posted by Draken
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04-07-2011
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Team Robot
Flag Capper
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Join Date: Apr 2007
Location: DePaul, Chicago
Posts: 2,704
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Noca, I don't think you heard the tone of my post correctly, because when I said it in my head I clearly said it in a light-hearted, patronizing manner.
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