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Author Topic: the meltagun(suggestion)  (Read 64185 times)
Eltharyon
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« Reply #30 on: April 14, 2006, 08:13:18 PM »

migB...

you're obviously trying not to get my point, which is not at all specifically about the melta gun, but as I said I won't discuss this point any longer.

I've said before I don't discourage fluff discussions, but when it comes to defining how something should look or work ingame it is a question of game design (never to be confused with "visual" design or story writing!). I therefore discourage everyone without a good idea what gameplay effect their suggestion has (and why thats a desired effect) to make suggestions about how things should work.

That said, I too think this thread has been build up way too much. In the end I must accept that I can't convince you and you must accept that the decision about the melta gun or anything else on this mod is out of your hands (and out of mine mostly).
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Deadmeat
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« Reply #31 on: April 16, 2006, 12:37:05 PM »

Hola !

I just stumbled across this mod almost by accident. It's caught my attention because many years ago I used to love the gamesworkshop stuff and I still think that the background and settings are fabulous (well the older 1st and 2nd edition games, not the more recent stuff).
Anyway, couldn't help but add my 2 cents to the melta gun discussion (sorry).

First off some slightly different fluff from what you've already got........

Melta guns fire a blast of concentrated thermal energy created by sub-atomic agitation of the air, literally melting their target. Although short ranged, these weapons are very deadly and often considered the safe alternative to plasma weapons as it’s effects are similar but it is far less dangerous to the user. The weapon is basically silent when fired, apart from a very distinctive hiss which becomes a roaring blast as the moisture content of the air and the target is vaporised explosively.

And secondly - gameplay first, fluff second. Game-wise I'd use a concept where a cylinder is projected a short distance from the barrel in a straight line. The cylinder would stop the moment it hit something solid and inflict (max damage minus distance modifier). If the cylinder happened to pass close by something, but didn't actually hit it, then I'd have some kind of 'splash damage' caused by the intense heat. I'd probably have the shot as hitscan rather than projectile because of the short ranges involved. I'd also use creative license on the visual effects - have the cylinder produce a 'heat shimmer' and glow faintly red from the centre.
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Darknar
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« Reply #32 on: April 16, 2006, 02:15:30 PM »

hmm i think thats the best way to make a meltagun effect ingame, would als mae do with the brillent effects of the source engine(hazy)
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The Vastator
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« Reply #33 on: April 17, 2006, 01:11:24 PM »

I agree!
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Khargoth
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« Reply #34 on: April 17, 2006, 02:17:30 PM »

I think Source already has what we're looking for ppls. Go watch the 'air distortion' effects when a Strider charges up it's big laser to fire. A meltagun does infact fire a continuous beam, I think that wording's been rephrased somewhere. So, steam from the muzzle, heat-distorted air, and a suitably evil sizzling noise, maybe amplified the closer the target is...  :twisted:

And deadmeat's coding idea is perfect.
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Darknar
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« Reply #35 on: April 17, 2006, 03:37:31 PM »

so its sorted out by the fans, what does the entire dev team think about it
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Typheron
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« Reply #36 on: April 17, 2006, 04:21:14 PM »

yeh funny thing, we already have a plan for it, chrome has most of the weapons figured out, best ask him.
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