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Ufo2000 Weapon Concepts Discussion


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#301 Sporb

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Posted 06 March 2006 - 10:37 PM

A simple armouring system would definately make any new armour easy to use and customise in both arming men and development of new critters - universal armour in other words - also helps interchanging (A hat from this set, a boot from this set etc) but wouldnt work too well with the old stuff and sounds like alot of hassle for very little.

#302 hitmark

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Posted 07 March 2006 - 03:16 PM

hmm, apocalypse style equiping, but ufo/xcom style gameplay and graphics. i like :P

i guess mostly it would be a matter of introducing new equipment slots, specific for diffrent kinds of gear (back, body, head, hands, feet) and the gear itself.

but as i dont know much about the internals of the game, i cant say how hard it would be...

Edited by hitmark, 07 March 2006 - 03:19 PM.


#303 nachtwolf

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Posted 24 April 2006 - 05:37 PM

I got the custom explosions done and up for further and advanced testing.

Here's a diff file.
Apply, compile, blow things up.

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#304 Sinofdamnation

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Posted 28 April 2006 - 07:06 AM

Conclusion: Swat and riot police use sheilds. Soldiers dont.

Metal Gear Solid 2, anyone? You know, when you are detected, those search parties come in and some of them has a pistol and a shield...And i think they are soldiers.

And actually soldiers use shields IRL also, but they only use them when they are sweeping trough buildings. This means that it would be unrealistic only if they are used in somewhere else than UFO base, X-com base or UFO...

And aliens in HALO have shields too...

Edited by Sinofdamnation, 28 April 2006 - 07:16 AM.

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#305 nachtwolf

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Posted 28 April 2006 - 03:24 PM

Custom explosions added in version 1026
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#306 Exo2000

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Posted 30 April 2006 - 06:31 AM

Conclusion: Swat and riot police use sheilds. Soldiers dont.

Metal Gear Solid 2, anyone? You know, when you are detected, those search parties come in and some of them has a pistol and a shield...And i think they are soldiers.

And actually soldiers use shields IRL also, but they only use them when they are sweeping trough buildings. This means that it would be unrealistic only if they are used in somewhere else than UFO base, X-com base or UFO...

And aliens in HALO have shields too...

<{POST_SNAPBACK}>


They even use shields in Bet on Soldier! :P

Most shields would be large shields that protected a significant portion of the body, really.
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#307 Autonomouse

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Posted 22 May 2006 - 04:08 PM

for those of you itching to get a hold of the newest UFO2000 weapon set complete with Fixes and some extra cool effects (thanks to Nachtwolf) can get it here: Mantis

be sure to remove the old version completely or risk problems

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Sporb, your link doesnt work. Any chance of providing a new one?

#308 Autonomouse

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Posted 22 May 2006 - 04:09 PM

I love the idea od an energy shield, like in the movie 'Dune'. It could replace the Power Armour, giving higher protection for non-flying top armour. Twould give you a reason to use it in preference to flying suits for your scouts.

#309 Sporb

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Posted 22 May 2006 - 05:32 PM

http://ufo2000.xcomu...ll_bug_page.php

#310 the_unfrgiven

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Posted 22 June 2006 - 12:01 PM

not sure if this is the right place for this, but here goes....
can we get the 40MM Grenade Launcher TU adjusted so that you can fire and reload in the same round?? Having actually fired an M203 (greande launcher attached to the M16) I know for a fact it's not very time consuming to reload. IMO, I think the rocket launcher should be harder to reload.
eg.... IRL with a GL all you do to reload is flip a switch, slide the tube forward(spent casing is automatically ejected), insert fresh round, and fire.
RL....i know of no rocket launcher IRL that can be easily reloaded with out setting it down on the ground....unless you have an Assistant Gunner.

Another issue I see is the classification of 2 handed weapons. Should you be able to dual wield a rocket and pistol? Not all soldiers are Arnold, yanno? :ar15:

#311 Sporb

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Posted 24 June 2006 - 04:37 AM

the 40mm takes ages to load simply because it was unballanced. It took alot of tweaking to get it right. As it was, it made the RL redundant.

I will take a look at it at some point though since im still developing the set.

#312 the_unfrgiven

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Posted 26 June 2006 - 01:57 PM

the 40mm takes ages to load simply because it was unballanced. It took alot of tweaking to get it right. As it was, it made the RL redundant.

I will take a look at it at some point though since im still developing the set.

<{POST_SNAPBACK}>


don't think I'm knocking your work, because i think it's a great weapon set. =b

#313 Exo2000

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Posted 27 June 2006 - 07:43 AM

Another issue I see is the classification of 2 handed weapons.  Should you be able to dual wield a rocket and pistol?  Not all soldiers are Arnold, yanno? :ar15:

<{POST_SNAPBACK}>


Soldiers suffer an accuracy penalty (I'm not sure how high it is, but it's enough to make a difference, especially with rocket launchers - even standard rifles) when using a two-handed weapon when their other hand is holding something. This only counts for two-handed weapons, however - the pistol in that other hand will suffer no penalty.
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#314 Voller

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Posted 27 June 2006 - 10:51 AM

Is that a fixed penalty or is it dependent on weight of the weapons in question and strength of the solder? I suppose a strong soldier with two rifles should have less penalty than a weaker soldier with two rocket launchers.

#315 the_unfrgiven

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Posted 27 June 2006 - 03:26 PM

Sniper Rifle (Should look at least vaguely like a well-known sniper rifle model, Dragunov SVD, etc.)
Function: Long-Range spotting and killing. Accuracy penalty when standing up. Very good on lightly armoured targets. (None/Pers) Worse against armoured targets (Power/Hoverpower)

<{POST_SNAPBACK}>


I think it might be hard to balance out, but allowing a sniper to have a longer field of vision would be realistic. Looking through a high power scope should allow you to see farther. Would it be possible to make it so that a soldier armed w/ a sniper weapon would be able to see farther when kneeling down? (kneeling = looking through scope)

#316 Sporb

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Posted 27 June 2006 - 10:05 PM

i'd personally like to see a soldiers accuracy with a two handed gun and another item in the other hand shoot through the floor - i find it kind of rude that my sectoids can carry a huge demo pack in one hand and still be able to hit their marks with their plasma rifles convincingly.

or perhaps a stamina penalty - shooting a large gun with one hand would make you tired. Trying to keep said gun under control would drain ones stamina even more ...

#317 Exo2000

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Posted 01 July 2006 - 06:00 AM

Is that a fixed penalty or is it dependent on weight of the weapons in question and strength of the solder? I suppose a strong soldier with two rifles should have less penalty than a weaker soldier with two rocket launchers.

<{POST_SNAPBACK}>


I'm not sure what it's like, but I'll tell you this - it's not safe to stand behind any cover that's waist high when trying to fire your rocket launcher. :D

I once tried this. My Ethereal was standing behind a bin and fired. The missile hit the bin, killing him instantly. ROFL
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#318 Blehm 98

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Posted 01 July 2006 - 12:54 PM

well, if you guys wanted some really good realism, you'd add backblast to the rockets. I think it'd be a really nice and cool thing to add, and the only problem would be taht you'd have to increase the accuracy of the rocket launcher a little bit, to counter the dangers of the backblast
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#319 Blood Angel

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Posted 01 July 2006 - 05:35 PM

Or just limit the range of rocket launchers. Perhaps when we get a path drooping script up and running, like for Sporb's M79. Rockets from a launcher don't go in a straight line forever, you know.

#320 Sporb

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Posted 01 July 2006 - 09:44 PM

there isnt any parabolic path yet - only for thrown grenades.

#321 MutonOnAcid

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Posted 09 July 2006 - 09:58 AM

ever heard of commander keen's raygun?

#322 Sporb

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Posted 09 July 2006 - 07:05 PM

ever heard of commander keen's raygun?

<{POST_SNAPBACK}>

yes... what about it?

bit if a useless post ...

#323 John Faust

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Posted 24 July 2006 - 06:04 PM

How about an autoclip, 30 round clip, Shot types: auto 30, accuracy 25% time units to fire=40% Reload=50% cost per gun 95, cost per clip 45, two handed

Also about shield, wouldn't it be easy to make a guymholding a shield with standard amour in allareas but front , and make him selectible under armour for humans?
I thought I'd pretend I was one of those deaf mutes, or should I?

#324 Kratos

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Posted 28 July 2006 - 12:02 AM

ever heard of commander keen's raygun?

<{POST_SNAPBACK}>

yes... what about it?

bit if a useless post ...

Yes give us some insights and maybe you'll get one. :wink1:

#325 Sporb

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Posted 28 July 2006 - 08:54 AM

How about an autoclip, 30 round clip, Shot types: auto 30, accuracy 25% time units to fire=40% Reload=50% cost per gun 95, cost per clip 45, two handed

Also about shield, wouldn't it be easy to make a guymholding a shield with standard amour in allareas but front , and make him selectible under armour for humans?


problem with large autoshots is that it takes ages for them to complete, player two might get fed up and leave, and id completely agree with their reasons, no one wants to wait 1/2 and hour for a single attack to end.

#326 Brick-To-Face

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Posted 28 July 2006 - 12:15 PM

ever heard of commander keen's raygun?

Aww don't flame the fella. Keen's raygun stunned units, very effectively. This would be an interesting strategy: Snipe the enemy's units with the raygun, and place a frag mine and a HE on top of them in case they wake up. This could be interesting... A stun gun that is easier to reload than the magnetic launcher, and is more accurate would be quite cool. Commander Tommy: "I can never be killed, I am invinci.... ghuuhh! zzzzzzzzzzzzzzzz..."

How about an autoclip, 30 round clip, Shot types: auto 30, accuracy 25% time units to fire=40% Reload=50% cost per gun 95, cost per clip 45, two handed

Also about shield, wouldn't it be easy to make a guymholding a shield with standard amour in allareas but front , and make him selectible under armour for humans?

problem with large autoshots is that it takes ages for them to complete, player two might get fed up and leave, and id completely agree with their reasons, no one wants to wait 1/2 and hour for a single attack to end.

Yes, maybe if the shooting engine was redone so that multiple shots could be in the air at the same time, we could have a shotgun that shoots out a spray-shot consisting of ~15 low accuracy low damage bulets. More realistic since if you are far away, you either do no damage or something low, like ~10 if you got lucky and one hit. But up close and personal, this would be ~150 :SHTF:
This would also enable a super machine gun that shoots 30 rounds each time.
BUT! There's another problem, this would be lame because walls tend to disappear when you hit them, even if it's very low damage. So a shotgun and a machine gun would clear away a lot of terrain.
To fix this you would have to redo the engine aain, saying that You can shoot through walls. Each wall object can have a number of holes before it disappears. Sounds pretty hard to me, nevertheless it's an option.

#327 John Faust

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Posted 28 July 2006 - 12:52 PM

ah well,
I thought I'd pretend I was one of those deaf mutes, or should I?

#328 Sporb

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Posted 28 July 2006 - 10:06 PM

a stun gun already exists in a manner of speaking, the 40mm GL has the CS gas grenade that can rend targets unconcious.

As for re-writing the engine to allow multiple bullets, no! unless you want to do it yourself. We have very few programmers and the ones we do have are either very busr with life or concentrating on other aspects of the game. that would require tonnes of work and would probably raise the occourance of CRC errors by several hundred times. Not only does the game have to keep track of the projectiles path it also needs to check for obstacles and their armour and it needs to generate a random damage value: lots more stuff can go wrong if the game also has to track several other bullets enroute also.

#329 Brick-To-Face

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Posted 01 August 2006 - 06:40 AM

As for re-writing the engine to allow multiple bullets, no! unless you want to do it yourself. We have very few programmers and the ones we do have are either very busr with life or concentrating on other aspects of the game. that would require tonnes of work and would probably raise the occourance of CRC errors by several hundred times. Not only does the game have to keep track of the projectiles path it also needs to check for obstacles and their armour and it needs to generate a random damage value: lots more stuff can go wrong if the game also has to track several other bullets enroute also.

Yeah, I wasn't expecting anything different :/

#330 Brick-To-Face

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Posted 04 August 2006 - 06:29 AM

Ok, I just had this idea right after a dream. FLAMETHROWER! :flamethrower:
Use the rocket projectile sprite, and the rocket launching sound, but no BOOM at the end. Low damage "explosions" that barely do damage, 5 of them, in autoshot.

Edited by Brick-To-Face, 04 August 2006 - 06:30 AM.


#331 Blood Angel

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Posted 04 August 2006 - 07:57 AM

We've got one. The Exenothene Flamethrower is an epic terror weapon.

#332 Brick-To-Face

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Posted 04 August 2006 - 03:14 PM

We've got one. The Exenothene Flamethrower is an epic terror weapon.

Erm... :huh: what weapon set?

#333 Exo2000

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Posted 06 August 2006 - 08:04 PM

Also about shield, wouldn't it be easy to make a guymholding a shield with standard amour in allareas but front , and make him selectible under armour for humans?


Not really, because they'd still be able to use both hands.
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#334 Blood Angel

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Posted 07 August 2006 - 04:22 AM

We've got one. The Exenothene Flamethrower is an epic terror weapon.

Erm... :huh: what weapon set?


UFO2K, I think.

#335 John Faust

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Posted 08 August 2006 - 12:15 AM

aaarg, should have thought of that
I thought I'd pretend I was one of those deaf mutes, or should I?

#336 Sporb

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Posted 09 August 2006 - 05:18 PM

Some of the tricks ive used in the weaponset so far if anyone is interested:

To Force a weapon to act like it cannot be reloaded, simply create a single ammo source and place the item in the same place as an existing item. You need to place it on the same co'ords as an item that is unused otherwise the old item will dissapere also. Since ufo2k loads weapons automatically, it will load the default ammo but since the game cannot place the ammo on the sheet, it will not be selectable. but itl still be usable.

To stop players from throwing extremely powerfull grenade style weapons (Alien breeching charge) simple make its width 3! a soldier cannot carry an item with a width of 3 squares so it means the players must plant the weapon like a real charge. The downside is that the item requires to be detonated by another weapon

If you want to split your weapons into seperate sheets but still want all of them to be accesible from each seperate sheet, simply place all of the items you do not want to have on that particular sheet into a pile on the same co'ords in the sheet. Non of the weapons will show but they can still be used if they appear in another sheet. This is how i split the weapons up in the ufo2kset (Newest only)

#337 John Faust

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Posted 18 September 2006 - 03:34 PM

An idea on how to do a railgun effect: Laser graphic, High accuracy, auto shot is only mode of fire, Hence,it will look like one beam, and go thru walls!

(there is probably some obvious flaw with this, but I can't figure out what it is)
I thought I'd pretend I was one of those deaf mutes, or should I?

#338 Exo2000

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Posted 26 October 2006 - 04:38 AM

An idea on how to do a railgun effect: Laser graphic, High accuracy, auto shot is only mode of fire, Hence,it will look like one beam, and go thru walls!

(there is probably some obvious flaw with this, but I can't figure out what it is)


The fact you could fire it at a line of enemies and kill them all in one attack?
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#339 Oldtype

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Posted 26 October 2006 - 12:33 PM

The fact you could fire it at a line of enemies and kill them all in one attack?

That would be sooo awesome. :P
But serieously the conditions for that to happen are not that likely.
Anyway is the Railgun supposed to be instagib?

#340 John Faust

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Posted 01 November 2006 - 11:59 PM

Meh <_< , just tossing out an idea. But it would be cool.
I thought I'd pretend I was one of those deaf mutes, or should I?

#341 Brick-To-Face

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Posted 10 November 2006 - 11:07 AM

Ahh, I was just watching a show about railguns, and the military. It's supposedly not a very good anti-personell weapon, since a slower bullet will leave a larger exit wound and has a higher rate of fire (for now). Apparently the US military is planning to lug 20 kilogram triangle-shaped metal chinks at important armored targets, such as ammunition.
A more realistic railgun would fire at extremely high accuracy, take two turns to reload, and bypass armor completely, (no armor damage, goes straight to health). Unfortunately the damage would be lower than expected from such a fancy weapon. Especially since realistically it would come at a very very very high price.

I still can't find the flamethrower...

#342 Blehm 98

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Posted 10 November 2006 - 10:31 PM

anyone know how to make my microwave beam weapon to work?
edit: if any of you guys still remember it...

Edited by Blehm 98, 10 November 2006 - 10:31 PM.

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#343 Brick-To-Face

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Posted 01 March 2007 - 12:30 PM

A Microwave laser would be cool, but what I had just thought of is a non-HE mine, something like those alien eggs from the Alien series, except robotic and stabby rather than biological and inseminaty. I rally wanna use mines in no HE games, since no-HE games are usually much more fun.

#344 Blood Angel

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Posted 01 March 2007 - 12:53 PM

Maybe it would have a stun explosion?

#345 Brick-To-Face

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Posted 01 March 2007 - 03:37 PM

Maybe it would have a stun explosion?

That would be interesting, but A stun mine just doesn't sound right. Of course neither does a robo-mine that lunges at your face with razor arms... Meh, if the stun is potent enough, I guess it would make sense, but then it would take out armored units too. I guess there's no pretty way to do this...

#346 Popek

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Posted 09 March 2007 - 09:24 PM

edit: nvm, just read the OTHER pinned post. related to this thread. perhaps the 'rules' of one thread should be moved to the thread itself in question. Throws use new folk off.

Edited by Popek, 09 March 2007 - 09:39 PM.


#347 John Faust

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Posted 26 March 2007 - 09:43 PM

You could make a tazer-turret

:D

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Edited by John Faust, 26 March 2007 - 09:44 PM.

I thought I'd pretend I was one of those deaf mutes, or should I?

#348 John Faust

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Posted 12 April 2007 - 11:32 PM

my idea's that popular eh?

Ok new one: Resonance bomb: Blast radius: close to entre map
deals 5-20 damage
no smoke
weighs 8

costs 300-500 points
I thought I'd pretend I was one of those deaf mutes, or should I?

#349 Sinofdamnation

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Posted 16 April 2007 - 01:24 PM

Sorry for going off-topic, but since the server & its stats page are down, I can't look into it myself...
Anyhow, What weapon sets are currently "in" in UFO2k?
Would help me make sure that I actually have the weapon set before starting a game...
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#350 Exo2000

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Posted 16 April 2007 - 02:45 PM

I believe most of the major weapon sets are already included with the current install.
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