You're right, is a easy-to-use wep, but to avoid the imbalance:
- this kind of mortar have to be unique (like rc or cake)
- very fast when flying (getting the timing harder)
- fragments can fall not exactly vertically, but influenced by the angle and speed of the rocket, more similar to a frag grenade that explodes in mid-air.
Kiofspa allegedly wrote:
Geppetto allegedly wrote:
When you press fire again the bomb explode in mid-air, releasing the same fragments of normal mortar vertically.
This would be a bit too easy to use. The skill in using a mortar is getting the angle just right at the start, and where it lands is totally dependant on your aim. With this you can fly it over the map and land it on any hog too easily, which would cause an imbalance.
I found this: http://www.hedgewars.org/files/SpriteSheet.png
It has many recognizable sprites, but i saw some unused weapons in there that look really cool and are unused, such as the freeze ray, the badger, and rope gun (probably a lasso like thing). The old bazooka sprite might look good with the new land gun, and there's aslo a animation for back flipping. (why isn't that used??)
Maybe we could consider some of those for future weapons.
Good work digging up the spritesheet, I'd forgotten about it. However... there's already a sprite for landgun, badger is nothing special and is already used as a grave, and the backflip animation isn't all that great.
That said, I'd like to see the freeze ray come to fruition. Smaxx was working on something like this at one point (well, in the form of a grenade).
Freeze ray interests me too, although I didn't get further than experimenting with the concept of defining an "ice" terrain type.
Idea brought up by people here was that themes could define icy patches on objects, or maps using mask, and that the ice ray when fired at ground would turn it to ice type. When fired at water it would make a short bit of icy land just slightly above the water level (in between the waves). That would make it multiuse as well as freezing hogs.
Animating it is one of the tricky things, I think Palewolf (or was it sheepluva?) was fiddling w/ trying to make it look good.
My plan if I get to it is just to fire a thick blue line, and draw blue tinted "snow dust" around it.
Maybe after the next release...
--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
A cross you throw at your enemys, dealing more damage if the defending hog was inbetween the end range of the boomerang and the attacking hog. and since boomerangs always come back, it has infinate uses.
~mkwfreak, born and raised on Windows. "Now trying Ubuntu!"
how about a ssbb themed wep (like a wepon that knocks them twards the screen and they crash into the screen) 100 damage to whoever got hit and it skips your next turn for the user and it can only be used on 1 hedgehog supprise me on the design
lol hes running
I had a kinda random/odd/funny idea and thought I'd give it a try
Name:
Flux Ray
Type:
Utility/Weapon
Effect:
When used, a ray is fired. This ray has no effect on hogs or objects, but when it hits any terrain, the part which is hit, is molten. This molten terrain will then flow away and after a short while harden.
Notes:
1) When i thought how this could be implemented, i was thinking of a sort of modified snow, which, on very steep ground will just flow down and not harden, but as the land becomes more level, it starts to solidify in the same way that the new snow does (Evenly and without gaps)
2) Does the ray go on indefinitely until it hits something, or does it only fire a certain distance.
3) Does it become less powerful, and hence melt less material, the further away the target is at?
I'm going to go through ALOT of the wpns and modes, and also make a few no wpns/modes for suggestions.
Shotgun: I think you shouldn't be able to hurt yourself with one. Its just not very realistic. Then again its not a realistic game....
Desert Eagle: This is a really small thing. When you hit someone you can't aim for a few seconds. I think you should make it so you can keep aiming and keep shooting.
Bat: I think you need to be able to aim farther down. Also I think that hogs that get hit with it get slightly bounceyer for a few seconds. So you can aim at the ground and bounce them a little bit. But since you make them bounce more, I think you should also reduce falling damage. That would also cut down on the damage from hitting them straight up.
Cluster bomb: I think that cluster bomb has the exact opposite problem than the melon. In default mode you get infinite grenades, but only a few clusters. Which implies that cluster is more powerful. But most players, if given the choice would choose grenade over cluster. I think you should up the damage a little.
invincibility: I think that if you have the POWER of the bubbly of awesomeness, then you should be able to float. Yes. Float. Like in the water. (and by float I also mean swim. So you can move in the water.)
Portal: I just think theres a few more things that should be able to go through portals. I'll list them here:
RC plane
Rope (Or hogs that are using rope right then)
Should NOT go through portals:
Fire punch. Its weird, lol. I think it should just punck right through the portals and destroy them.
Drill strike: I think you should just take off the timer. Keep it how it is but just make it not blow up until it hits water or a hog/barrel.
Pickhammer: I think you should make it so when you are on top of a hogs head and are using it the hog should go down with you.
Construction: free rotate. Need I say more?
kamikaze: I don't know what this needs. Maybe a laser pointer of some kind? But its just kind of annoying when you use it and your hog dies, but you miss. :P
Piano: This is one of your coolest most creative wpns. But who uses it? Maybe make it less powerful, so it man actually be played in normal modes, or just take it out of the game.
Teleport: Make it so you can teleport out of falling. So if you teleport close to the ground while falling you don't take damage.
Cake: Maybe make an oven animation so you bake the cake and then place it on the ground IN FRONT OF YOU. Note the in front of you. Not on top of you. So you can drop it like dynamite.
Sniper/Laser-pointer: make one of them so the pointer gets fainter the farther away it gets. So either the sniper in more powerful if you use the pointer, or so sniper always has the advantage over the laser pointered wpns.
Hammer: Make a minimum damage. Like 30, or 25ish.
Time box: I don't know how easy/hard this would be, but I think you should be able to use the Time box on an opponents turn.
Seduce: I don't know what I think of the new seduce... It SO much easier to aim, but the range is cut off by a billion. I just think maybe you should make them jump higher if you are above the hog.
Extra damage: If you use multiple extra damages I think you should get bonuses for all of them.
Birdy: Make it so you can use it in mid air.
Sine gun: Make a mode just for the sine gun flying! Like a sine gun flying race mode!
Land spray: I think you should make it harder to back up the spray and "break" your gun.
OKAY! Now on to the new weapons! Totally new weapons that I think you should put in the game.
Turret: Either a turret from portal, or tf2. It has a certain amount of life, and it cant move. But once a round/after-every-turn it shoots the closest hog.
Sonic screwdriver: I don't know know exactly what it would do, but I have a few ideas. Break turrets is one. Also it could melt girders from a long range. Or it could set off mines in a range kind of like seduce/reserect. And the mines that get set off have a larger blast radius. And it probably wouldn't end your turn. I DON'T CARE WHAT IT DOES OR WHAT ITS CALLED BUT YOU NEED A SONIC SCREWDRIVER!!!
And then you need an invisibility-cloak/watch. It turns you invisible for 2 turns with that hog. But he still take damage, and when he does he turns visible for a few seconds.
And I was thinking something like seduce, but the oppisite would be cool. Like fear. You put on a scary mask and all the hogs run away.
As for modes...
There needs to be a sine gun raced mode as I said above.
I also think that the specialists IS THE BEST MODE EVER!!!!!! But I would change the wpns around a little bit. I will tell you what I would change if any one cares or even read this far.
I have already spent alot of time typing this so I am going to end here. If anyone has Questions, I would be happy to answer. I might finish this post later.
PS, I'll put what I would change about the specialists, later when I have time. Thanks for reading!!!
I'm going to go through ALOT of the wpns and modes, and also make a few no wpns/modes for suggestions.
Shotgun: I think you shouldn't be able to hurt yourself with one. Its just not very realistic. Then again its not a realistic game....
Desert Eagle: This is a really small thing. When you hit someone you can't aim for a few seconds. I think you should make it so you can keep aiming and keep shooting.
Bat: I think you need to be able to aim farther down. Also I think that hogs that get hit with it get slightly bounceyer for a few seconds. So you can aim at the ground and bounce them a little bit. But since you make them bounce more, I think you should also reduce falling damage. That would also cut down on the damage from hitting them straight up.
Cluster bomb: I think that cluster bomb has the exact opposite problem than the melon. In default mode you get infinite grenades, but only a few clusters. Which implies that cluster is more powerful. But most players, if given the choice would choose grenade over cluster. I think you should up the damage a little.
invincibility: I think that if you have the POWER of the bubbly of awesomeness, then you should be able to float. Yes. Float. Like in the water. (and by float I also mean swim. So you can move in the water.)
Portal: I just think theres a few more things that should be able to go through portals. I'll list them here:
RC plane
Rope (Or hogs that are using rope right then)
Should NOT go through portals:
Fire punch. Its weird, lol. I think it should just punck right through the portals and destroy them.
Drill strike: I think you should just take off the timer. Keep it how it is but just make it not blow up until it hits water or a hog/barrel.
Pickhammer: I think you should make it so when you are on top of a hogs head and are using it the hog should go down with you.
Construction: free rotate. Need I say more?
kamikaze: I don't know what this needs. Maybe a laser pointer of some kind? But its just kind of annoying when you use it and your hog dies, but you miss. :P
Piano: This is one of your coolest most creative wpns. But who uses it? Maybe make it less powerful, so it man actually be played in normal modes, or just take it out of the game.
Teleport: Make it so you can teleport out of falling. So if you teleport close to the ground while falling you don't take damage.
Cake: Maybe make an oven animation so you bake the cake and then place it on the ground IN FRONT OF YOU. Note the in front of you. Not on top of you. So you can drop it like dynamite.
Sniper/Laser-pointer: make one of them so the pointer gets fainter the farther away it gets. So either the sniper in more powerful if you use the pointer, or so sniper always has the advantage over the laser pointered wpns.
Hammer: Make a minimum damage. Like 30, or 25ish.
Time box: I don't know how easy/hard this would be, but I think you should be able to use the Time box on an opponents turn.
Seduce: I don't know what I think of the new seduce... It SO much easier to aim, but the range is cut off by a billion. I just think maybe you should make them jump higher if you are above the hog.
Extra damage: If you use multiple extra damages I think you should get bonuses for all of them.
Birdy: Make it so you can use it in mid air.
Sine gun: Make a mode just for the sine gun flying! Like a sine gun flying race mode!
Land spray: I think you should make it harder to back up the spray and "break" your gun.
OKAY! Now on to the new weapons! Totally new weapons that I think you should put in the game.
Turret: Either a turret from portal, or tf2. It has a certain amount of life, and it cant move. But once a round/after-every-turn it shoots the closest hog.
Sonic screwdriver: I don't know know exactly what it would do, but I have a few ideas. Break turrets is one. Also it could melt girders from a long range. Or it could set off mines in a range kind of like seduce/reserect. And the mines that get set off have a larger blast radius. And it probably wouldn't end your turn. I DON'T CARE WHAT IT DOES OR WHAT ITS CALLED BUT YOU NEED A SONIC SCREWDRIVER!!!
And then you need an invisibility-cloak/watch. It turns you invisible for 2 turns with that hog. But he still take damage, and when he does he turns visible for a few seconds.
And I was thinking something like seduce, but the oppisite would be cool. Like fear. You put on a scary mask and all the hogs run away.
As for modes...
There needs to be a sine gun raced mode as I said above.
I also think that the specialists IS THE BEST MODE EVER!!!!!! But I would change the wpns around a little bit. I will tell you what I would change if any one cares or even read this far.
I have already spent alot of time typing this so I am going to end here. If anyone has Questions, I would be happy to answer. I might finish this post later.
PS, I'll put what I would change about the specialists, later when I have time. Thanks for reading!!!
I had a kinda random/odd/funny idea and thought I'd give it a try
Name:
Flux Ray
interesting/creative idea
(maybe you can come up with a less scientific and more comic/funny variant though ;D)
I really like this idea, maybe call it a Fluxinater, or Instant Land-Removal Gun, i dunno, just some ideas
oh and btw:
samulfrost4 allegedly wrote:
Pickhammer: I think you should make it so when you are on top of a hogs head and are using it the hog should go down with you.
This would actully be very useful. In one game, I tried to kill another hog in a kamikaze attack with the Pickhammer, but it failed because he flew off to the side instead .
What do you guys reckon about a weapon that just pushes other players in its path, like a raging bull or a bowling ball, the ball could be thrown and as it lands it rolls and pushes hedges until it reaches a wall or falls into the water, same for the bull only it can't be thrown i don't think that this weapon should have a timer but only stop in water and by hitting a wall. Either alternative i think is a weapon that is quite different to what exists in the game.
I really like this idea, maybe call it a Fluxinater, or Instant Land-Removal Gun, i dunno, just some ideas
Well, idk, I thought about something along the lines of Fluxinator as well after sheepluva's comment, but it just doesnt do it for me:/
As for 'Instant Land-Removal Gun' idk if that was serious or not... :P
My idea isn't meant to remove land, as that would just be the effect of normal weapons, but rather liquefy the land... (i thought it was clear enough in my description...)
I wanted to have a sentry gun in hedgewars for a while, but I just couldn't find a good equivalent to it. But then i did, It should be a turret bot from portal!
The eye would be the color of the team that dropped it. It will shoot at any hog that moves (except for the ones on your team), and then stop once he stops moving. If you shoot the turret bot enough, it will explode, or you can have it so it just falls over and becomes part of the land.
could you allow the trick rope+drill in the next release? I realize it's missed, when I played with worms armageddon was very funny to kill a low-health enemy with an air drill...
I also see some few good things are missed, like the (sub)machinegun, the bungee, and the super-speed power-up.
There aren't any mods, like the possibility to deactivated the falling damage, and to modify the timer that leave you escaping after launched the weapon.
"When there is no more room in hell, the dead will walk the earth"
could you allow the trick rope+drill in the next release? I realize it's missed, when I played with worms armageddon was very funny to kill a low-health enemy with an air drill...
Hm you can do that already btw, after selecting pickhammer while on rope just release rope and press space twice...
BioHazardX allegedly wrote:
I also see some few good things are missed, like the (sub)machinegun, the bungee, and the super-speed power-up.
Nope, WA is a different game than hedgewars, vice versa, so things aren't "missing" here, they are just different...
BioHazardX allegedly wrote:
There aren't any mods, like the possibility to deactivated the falling damage, and to modify the timer that leave you escaping after launched the weapon.
There are several "mods" as you call it in the game scheme settings. Hmm, I'd like to see a modifier for falling damage (rather then just an on/off switch).
Also you CAN modify the after-attack time there...
Water Wings:
You can float, but watch out; you are leaking air! Water wings start out full, but gradually deplete over a period of 10 seconds, then if the hog is still in the water, they drown. Walking is allowed, but jumping is disabled (While in water). An up-and-down motion would look nice.
Or even a spy enemy thief toolkit that you use, and see all weapons and itens of your enemy and could choose one of them to get for you (see and steal the weapon),could be fun and change the strategy of game.
A weapon that you could change place with other hedge(useful when the water is uping and you is in a low place, and the other in high place,safe).
An 'I'l be back' weapon that the unit can return for dead(auto-revive).
An invisible suit for the whole team or maybe for just the user of it for limited turns or being hited or other thing.
A Sticky shoe that hedge could walk in vertical surfaces,and even like cake bomb, walk like a vampire, in under water, but with feets in up surface to go to the other side, for example.
Bear Trap/Venus Fly Trap
Springs shut causing no damage but stopping its victim physically moving for the rest of their turn. Ninja rope, Bird and UFO still work but the bear trap stays attached so that upon landing, walk and jump are still disabled. They can still fire and all that, for the remainder of their turn. At the end of the turn it drops off and falls into the water.
Once placed they are equally a threat to all sides which means it must be placed carefully and without loitering, same as a mine.
Weapons:
* Four-pointed star ninja (shuriken).
* Gatling (machine gun swivel).
* Gas pepper (makes the point hedgehog wrong).
* Electric batons, electrified and leaves short paralyzed.
* Tasers: as the only prod that intermediate distance and leave it paralyzed.
* Bow and three arrows with fire: shoots three arrows, and each can fire up to three hedgehogs nailed together at once and leave them trapped and bleeding shift after shift.
* Throws: as an arrow from the bow but without fire, this is longer and major bleeding.
* Boomerang: urchins serve to grab and throw them overboard.
Modification of weapons:
* Ball Ground, that can increase in size as you roll on the ground and increase its damage (very useful in for outstanding).
* Bumblebee: that instead of functioning as a missile serves to grab and throw objects or urchins anywhere you serve (eg, water, fire, on mine, barrels to explode, etc.)..
Tools:
* Trampolines: three small trampolines that serve to bounce urchins to 1 or more 1 or more times in a row and then throw them overboard.
* Cement Mixer: every urchin who enter it will not be released.
* Magnet: serve to help attract metal objects such as missiles.
* Hose: part serve to moisten the soil and make the sea urchins and some objects that pass out there slipping and falling into the water or near a mine, to put out fires or to create small ponds.
* Fire extinguisher, hose same functions except to create small ponds, less powerful but unlike the hose off the heat faster and is slippery.
Weapons:
(...)
* Boomerang: urchins serve to grab and throw them overboard.
Urchins? What the heck are you talking about?
Anyways, The Gatling gun is a popular request and I highly suggest it myself.
I'd be happy to make a sprite for it too.
Hmm... I guess a boomerang works... but it's kind of an old idea.I like weapons that are made up, or completely original. like the ball gun, or sine gun, but are not super powerful.
Weapons:
* Bear Trap: A trap that is activated instantly when you touch the lever.
* Shark: works similarly to the cake just going through the water and does not explode when you press the space bar it opens and closes the mouth excessively.
Tool:
* Steroids or weights: makes the hedgehog become stronger and increase your muscle and maximum power of certain weapons as the bat, fist-fire, the whip, and so on....
I like the new area-of-effect seduction and the greater potential it has because of this mechanic, but I miss the ability to make mines and barrels jump to you (one of my favourite manoeuvres was to "lure" a barrel over a cliff to explode on the hapless hogs below). This weapon would emulate that behaviour:
Magnet Bomb
(just a quick mock-up, did not put much time into it)
Simple enough, you would chuck it at area with mines or barrels or whatnot, after the fuse ran out, it would emit a fancy electrical looking pulse and attract all the items within range to the centre. It wouldn't have any other effect on hedgehogs than what you can get to fall or explode on them.
No. 2.
Dud Nuke
Ok, this is a little complicated, so I made a quick explanatory picture (sorry for the haphazard screenshot size)
1. The hog in question calls in missile strike in the fashion of other airstrikes
2. Unfortunately, the missile is a dud, merely burrowing it's way into the landscape from the force of impact.
3. It is now team 2's turn. They have a chance to run over to the missile and disarm the warhead, thus rendering the previous attack useless. However, in this case, hedgehog 1 has inadvertently jumped too far and hit a mine...
4. ..like so. This end's team 2's turn and any hope for the salvation of that hog clump
5. Shinobi from team 1 now is able to go detonate the warhead manually. He is given a reasonable escape time before...
6. ...he is rewarded with something along these lines, for all this trouble.
The strategy would come from finding an ideal place the for the missile to impact, below/near as many enemy hogs as possible, but considering that it would have to be located in a way that makes it difficult for the opposing team to disarm it, unless the attacking team doesn't mind wasting their turn. Perhaps "nuke" is too strong a word or whatever; the size of the explosion should just be whatever is fair for that amount of effort.
Of course, I must confess I tend to like to play with lots of everything, explosive, hogs, time, etc., so I admit I don't know how well these would factor in with the more standard gameplay, but there you have it in any case. Thanks
Throwing knife. You can throw 2 in one turn. Its a double sided knife, so theres a point on both sides. A DIRECT hit on a point with a hog deals 20 damage. A non direct hit can deal about 13-14 damage. If it hits a wall/terrain before a hog it sticks. Hogs can climb on them. Helpful for making ladders, and such.
@Nemo, I think he either meant my throwing knife idea, or this thread in general. If its the latter I think he is trying to imply that the devs don't read this thread and will never actually use any of these ideas.
@Nemo, I think he either meant my throwing knife idea, or this thread in general. If its the latter I think he is trying to imply that the devs don't read this thread and will never actually use any of these ideas.
Well, that's nonsense. I read the thread regularly.
And I've implemented ideas from it.
Is just that the ideas (both good and bad) to hedgewars development manpower ratio is wayyyy off.
As for the throwing knife idea, that was discussed in IRC as well. Either that or javelin is probably not a bad idea to add.
Oh well, whatever
--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
@Nemo, I think he either meant my throwing knife idea, or this thread in general. If its the latter I think he is trying to imply that the devs don't read this thread and will never actually use any of these ideas.
Well, that's nonsense. I read the thread regularly.
And I've implemented ideas from it.
Is just that the ideas (both good and bad) to hedgewars development manpower ratio is wayyyy off.
As for the throwing knife idea, that was discussed in IRC as well. Either that or javelin is probably not a bad idea to add.
Oh well, whatever
haha yeah I know. I might even write code for one or the other when I haz more XP.
2 things could be cool for me. First is another type of kamikaze , like an explosion of hedge who make the same effect as limbourger. The scond one is something very simple , a push up . This could be fun if push up is infinite use like mudball!
I've decided to combine two of my ideas into one new weapon:
Instead of having the Gatling gun exactly like the mini-gun, instead why don't we make the Gatling gun more like the sentry gun? (The sentry gun is a turret that is placed and automatically shoots nearby worms/hedgehogs with rapid fire for a few seconds.)
A hedgehog would place could place it down anywhere like a sentry gun, the only difference is that the hedgehog has to man the Gatling gun, it still gets hurt like normal, but the hedgehog will not move unless the ground below him is destroyed or he is killed. The Gatling only gun goes away when it's that hogs turn again, or if he is killed.
Throwing knife. You can throw 2 in one turn. Its a double sided knife, so theres a point on both sides. A DIRECT hit on a point with a hog deals 20 damage. A non direct hit can deal about 13-14 damage. If it hits a wall/terrain before a hog it sticks. Hogs can climb on them. Helpful for making ladders, and such.
That one is the best of all these ideas in my opinion, it combines in an excellent way the damage and the utility, in that casa to climb up.
i think a atomic bomb wepon that dose damage to eveyone on the screen, but you place it like a piano strike .the closer you are the more danmage done on you
i think a atomic bomb wepon that dose damage to eveyone on the screen, but you place it like a piano strike .the closer you are the more danmage done on you
We already have several ultimate weapons, I don't think we need more.
You're right, is a easy-to-use wep, but to avoid the imbalance:
- this kind of mortar have to be unique (like rc or cake)
- very fast when flying (getting the timing harder)
- fragments can fall not exactly vertically, but influenced by the angle and speed of the rocket, more similar to a frag grenade that explodes in mid-air.
I found this:
http://www.hedgewars.org/files/SpriteSheet.png
It has many recognizable sprites, but i saw some unused weapons in there that look really cool and are unused, such as the freeze ray, the badger, and rope gun (probably a lasso like thing). The old bazooka sprite might look good with the new land gun, and there's aslo a animation for back flipping. (why isn't that used??)
Maybe we could consider some of those for future weapons.
Good work digging up the spritesheet, I'd forgotten about it. However... there's already a sprite for landgun, badger is nothing special and is already used as a grave, and the backflip animation isn't all that great.
That said, I'd like to see the freeze ray come to fruition. Smaxx was working on something like this at one point (well, in the form of a grenade).
Freeze ray interests me too, although I didn't get further than experimenting with the concept of defining an "ice" terrain type.
Idea brought up by people here was that themes could define icy patches on objects, or maps using mask, and that the ice ray when fired at ground would turn it to ice type. When fired at water it would make a short bit of icy land just slightly above the water level (in between the waves). That would make it multiuse as well as freezing hogs.
Animating it is one of the tricky things, I think Palewolf (or was it sheepluva?) was fiddling w/ trying to make it look good.
My plan if I get to it is just to fire a thick blue line, and draw blue tinted "snow dust" around it.
Maybe after the next release...
--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
Holy Boomerang:
A cross you throw at your enemys, dealing more damage if the defending hog was inbetween the end range of the boomerang and the attacking hog. and since boomerangs always come back, it has infinate uses.
~mkwfreak, born and raised on Windows. "Now trying Ubuntu!"
how about a ssbb themed wep (like a wepon that knocks them twards the screen and they crash into the screen) 100 damage to whoever got hit and it skips your next turn for the user and it can only be used on 1 hedgehog supprise me on the design
lol hes running
oh and a pee wepon like this it does 10 damage and has a 20% chance to poision
No. :P
Go play Conker's BFD or Conker Live & Reloaded if you want humor like that ;D
sheepluva <- me my code stats ->
a Hedgewars Developer
click here to message me
<- where I'm from what I speak ->
Which weapon would you most like to see next?
Just a few of weapons and changes like:
- an UZI machinegun;
- toxic air attack: like napalm, but all green and naturally....TOXIC!
I'd like better if you remove the whip and replace with the classic Hadouken, too.
ROFL!!
"When there is no more room in hell, the dead will walk the earth"
I had a kinda random/odd/funny idea and thought I'd give it a try
Name:
Flux Ray
Type:
Utility/Weapon
Effect:
When used, a ray is fired. This ray has no effect on hogs or objects, but when it hits any terrain, the part which is hit, is molten. This molten terrain will then flow away and after a short while harden.
Notes:
1) When i thought how this could be implemented, i was thinking of a sort of modified snow, which, on very steep ground will just flow down and not harden, but as the land becomes more level, it starts to solidify in the same way that the new snow does (Evenly and without gaps)
2) Does the ray go on indefinitely until it hits something, or does it only fire a certain distance.
3) Does it become less powerful, and hence melt less material, the further away the target is at?
interesting/creative idea
(maybe you can come up with a less scientific and more comic/funny variant though ;D)
sheepluva <- me my code stats ->
a Hedgewars Developer
click here to message me
<- where I'm from what I speak ->
I'm going to go through ALOT of the wpns and modes, and also make a few no wpns/modes for suggestions.
Shotgun: I think you shouldn't be able to hurt yourself with one. Its just not very realistic. Then again its not a realistic game....
Desert Eagle: This is a really small thing. When you hit someone you can't aim for a few seconds. I think you should make it so you can keep aiming and keep shooting.
Bat: I think you need to be able to aim farther down. Also I think that hogs that get hit with it get slightly bounceyer for a few seconds. So you can aim at the ground and bounce them a little bit. But since you make them bounce more, I think you should also reduce falling damage. That would also cut down on the damage from hitting them straight up.
Cluster bomb: I think that cluster bomb has the exact opposite problem than the melon. In default mode you get infinite grenades, but only a few clusters. Which implies that cluster is more powerful. But most players, if given the choice would choose grenade over cluster. I think you should up the damage a little.
invincibility: I think that if you have the POWER of the bubbly of awesomeness, then you should be able to float. Yes. Float. Like in the water. (and by float I also mean swim. So you can move in the water.)
Portal: I just think theres a few more things that should be able to go through portals. I'll list them here:
RC plane
Rope (Or hogs that are using rope right then)
Should NOT go through portals:
Fire punch. Its weird, lol. I think it should just punck right through the portals and destroy them.
Drill strike: I think you should just take off the timer. Keep it how it is but just make it not blow up until it hits water or a hog/barrel.
Pickhammer: I think you should make it so when you are on top of a hogs head and are using it the hog should go down with you.
Construction: free rotate. Need I say more?
kamikaze: I don't know what this needs. Maybe a laser pointer of some kind? But its just kind of annoying when you use it and your hog dies, but you miss. :P
Piano: This is one of your coolest most creative wpns. But who uses it? Maybe make it less powerful, so it man actually be played in normal modes, or just take it out of the game.
Teleport: Make it so you can teleport out of falling. So if you teleport close to the ground while falling you don't take damage.
Cake: Maybe make an oven animation so you bake the cake and then place it on the ground IN FRONT OF YOU. Note the in front of you. Not on top of you. So you can drop it like dynamite.
Sniper/Laser-pointer: make one of them so the pointer gets fainter the farther away it gets. So either the sniper in more powerful if you use the pointer, or so sniper always has the advantage over the laser pointered wpns.
Hammer: Make a minimum damage. Like 30, or 25ish.
Time box: I don't know how easy/hard this would be, but I think you should be able to use the Time box on an opponents turn.
Seduce: I don't know what I think of the new seduce... It SO much easier to aim, but the range is cut off by a billion. I just think maybe you should make them jump higher if you are above the hog.
Extra damage: If you use multiple extra damages I think you should get bonuses for all of them.
Birdy: Make it so you can use it in mid air.
Sine gun: Make a mode just for the sine gun flying! Like a sine gun flying race mode!
Land spray: I think you should make it harder to back up the spray and "break" your gun.
OKAY! Now on to the new weapons! Totally new weapons that I think you should put in the game.
Turret: Either a turret from portal, or tf2. It has a certain amount of life, and it cant move. But once a round/after-every-turn it shoots the closest hog.
Sonic screwdriver: I don't know know exactly what it would do, but I have a few ideas. Break turrets is one. Also it could melt girders from a long range. Or it could set off mines in a range kind of like seduce/reserect. And the mines that get set off have a larger blast radius. And it probably wouldn't end your turn. I DON'T CARE WHAT IT DOES OR WHAT ITS CALLED BUT YOU NEED A SONIC SCREWDRIVER!!!
And then you need an invisibility-cloak/watch. It turns you invisible for 2 turns with that hog. But he still take damage, and when he does he turns visible for a few seconds.
And I was thinking something like seduce, but the oppisite would be cool. Like fear. You put on a scary mask and all the hogs run away.
As for modes...
There needs to be a sine gun raced mode as I said above.
I also think that the specialists IS THE BEST MODE EVER!!!!!! But I would change the wpns around a little bit. I will tell you what I would change if any one cares or even read this far.
I have already spent alot of time typing this so I am going to end here. If anyone has Questions, I would be happy to answer. I might finish this post later.
PS, I'll put what I would change about the specialists, later when I have time. Thanks for reading!!!
no
sheepluva <- me my code stats ->
a Hedgewars Developer
click here to message me
<- where I'm from what I speak ->
I really like this idea, maybe call it a Fluxinater, or Instant Land-Removal Gun, i dunno, just some ideas
oh and btw:
This would actully be very useful. In one game, I tried to kill another hog in a kamikaze attack with the Pickhammer, but it failed because he flew off to the side instead .
What do you guys reckon about a weapon that just pushes other players in its path, like a raging bull or a bowling ball, the ball could be thrown and as it lands it rolls and pushes hedges until it reaches a wall or falls into the water, same for the bull only it can't be thrown i don't think that this weapon should have a timer but only stop in water and by hitting a wall. Either alternative i think is a weapon that is quite different to what exists in the game.
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chrisMBP
Well, idk, I thought about something along the lines of Fluxinator as well after sheepluva's comment, but it just doesnt do it for me:/
As for 'Instant Land-Removal Gun' idk if that was serious or not... :P
My idea isn't meant to remove land, as that would just be the effect of normal weapons, but rather liquefy the land... (i thought it was clear enough in my description...)
I wanted to have a sentry gun in hedgewars for a while, but I just couldn't find a good equivalent to it. But then i did, It should be a turret bot from portal!
The eye would be the color of the team that dropped it. It will shoot at any hog that moves (except for the ones on your team), and then stop once he stops moving. If you shoot the turret bot enough, it will explode, or you can have it so it just falls over and becomes part of the land.
could you allow the trick rope+drill in the next release? I realize it's missed, when I played with worms armageddon was very funny to kill a low-health enemy with an air drill...
I also see some few good things are missed, like the (sub)machinegun, the bungee, and the super-speed power-up.
There aren't any mods, like the possibility to deactivated the falling damage, and to modify the timer that leave you escaping after launched the weapon.
"When there is no more room in hell, the dead will walk the earth"
Hm you can do that already btw, after selecting pickhammer while on rope just release rope and press space twice...
Nope, WA is a different game than hedgewars, vice versa, so things aren't "missing" here, they are just different...
There are several "mods" as you call it in the game scheme settings. Hmm, I'd like to see a modifier for falling damage (rather then just an on/off switch).
Also you CAN modify the after-attack time there...
sheepluva <- me my code stats ->
a Hedgewars Developer
click here to message me
<- where I'm from what I speak ->
Water Wings:
You can float, but watch out; you are leaking air! Water wings start out full, but gradually deplete over a period of 10 seconds, then if the hog is still in the water, they drown. Walking is allowed, but jumping is disabled (While in water). An up-and-down motion would look nice.
CACP Founder
I try, but it's not possible. I mean to attack with the drill when you are in the air with the rope, like a "combo" (with dynamite and mines it works)
ehrr....it's not still possible, too...
"When there is no more room in hell, the dead will walk the earth"
I think in glue weapon, that stuck the enemies on the floor (they could use weapons but no move in a number of turns).
Or and a scare atack, that make the other run for the other side, could be fun if he run into mine, or fire or drop.
Sorry for my english.
Or even a spy enemy thief toolkit that you use, and see all weapons and itens of your enemy and could choose one of them to get for you (see and steal the weapon),could be fun and change the strategy of game.
Again, sorry for the english...
A weapon that you could change place with other hedge(useful when the water is uping and you is in a low place, and the other in high place,safe).
An 'I'l be back' weapon that the unit can return for dead(auto-revive).
An invisible suit for the whole team or maybe for just the user of it for limited turns or being hited or other thing.
A Sticky shoe that hedge could walk in vertical surfaces,and even like cake bomb, walk like a vampire, in under water, but with feets in up surface to go to the other side, for example.
@Capel Don't triple post.
CACP Founder
Especially if all three posts are within twenty minutes
Bear Trap/Venus Fly Trap
Springs shut causing no damage but stopping its victim physically moving for the rest of their turn. Ninja rope, Bird and UFO still work but the bear trap stays attached so that upon landing, walk and jump are still disabled. They can still fire and all that, for the remainder of their turn. At the end of the turn it drops off and falls into the water.
Once placed they are equally a threat to all sides which means it must be placed carefully and without loitering, same as a mine.
1.Attachable C4
2.Nuclear Disease
3.Sentry Gun
4.Gas Pump
5.Last Hog Syndrom
Hi,
Weapons:
* Four-pointed star ninja (shuriken).
* Gatling (machine gun swivel).
* Gas pepper (makes the point hedgehog wrong).
* Electric batons, electrified and leaves short paralyzed.
* Tasers: as the only prod that intermediate distance and leave it paralyzed.
* Bow and three arrows with fire: shoots three arrows, and each can fire up to three hedgehogs nailed together at once and leave them trapped and bleeding shift after shift.
* Throws: as an arrow from the bow but without fire, this is longer and major bleeding.
* Boomerang: urchins serve to grab and throw them overboard.
Modification of weapons:
* Ball Ground, that can increase in size as you roll on the ground and increase its damage (very useful in for outstanding).
* Bumblebee: that instead of functioning as a missile serves to grab and throw objects or urchins anywhere you serve (eg, water, fire, on mine, barrels to explode, etc.)..
Tools:
* Trampolines: three small trampolines that serve to bounce urchins to 1 or more 1 or more times in a row and then throw them overboard.
* Cement Mixer: every urchin who enter it will not be released.
* Magnet: serve to help attract metal objects such as missiles.
* Hose: part serve to moisten the soil and make the sea urchins and some objects that pass out there slipping and falling into the water or near a mine, to put out fires or to create small ponds.
* Fire extinguisher, hose same functions except to create small ponds, less powerful but unlike the hose off the heat faster and is slippery.
Hope be useful and greetings.
Urchins? What the heck are you talking about?
Anyways, The Gatling gun is a popular request and I highly suggest it myself.
I'd be happy to make a sprite for it too.
Hmm... I guess a boomerang works... but it's kind of an old idea.I like weapons that are made up, or completely original. like the ball gun, or sine gun, but are not super powerful.
Hi,
Weapons:
* Bear Trap: A trap that is activated instantly when you touch the lever.
* Shark: works similarly to the cake just going through the water and does not explode when you press the space bar it opens and closes the mouth excessively.
Hope be useful and greetings.
Hi,
Tool:
* Steroids or weights: makes the hedgehog become stronger and increase your muscle and maximum power of certain weapons as the bat, fist-fire, the whip, and so on....
Hope be useful and greetings.
Two ideas:
I like the new area-of-effect seduction and the greater potential it has because of this mechanic, but I miss the ability to make mines and barrels jump to you (one of my favourite manoeuvres was to "lure" a barrel over a cliff to explode on the hapless hogs below). This weapon would emulate that behaviour:
Magnet Bomb
(just a quick mock-up, did not put much time into it)
Simple enough, you would chuck it at area with mines or barrels or whatnot, after the fuse ran out, it would emit a fancy electrical looking pulse and attract all the items within range to the centre. It wouldn't have any other effect on hedgehogs than what you can get to fall or explode on them.
No. 2.
Dud Nuke
Ok, this is a little complicated, so I made a quick explanatory picture (sorry for the haphazard screenshot size)
1. The hog in question calls in missile strike in the fashion of other airstrikes
2. Unfortunately, the missile is a dud, merely burrowing it's way into the landscape from the force of impact.
3. It is now team 2's turn. They have a chance to run over to the missile and disarm the warhead, thus rendering the previous attack useless. However, in this case, hedgehog 1 has inadvertently jumped too far and hit a mine...
4. ..like so. This end's team 2's turn and any hope for the salvation of that hog clump
5. Shinobi from team 1 now is able to go detonate the warhead manually. He is given a reasonable escape time before...
6. ...he is rewarded with something along these lines, for all this trouble.
The strategy would come from finding an ideal place the for the missile to impact, below/near as many enemy hogs as possible, but considering that it would have to be located in a way that makes it difficult for the opposing team to disarm it, unless the attacking team doesn't mind wasting their turn. Perhaps "nuke" is too strong a word or whatever; the size of the explosion should just be whatever is fair for that amount of effort.
Of course, I must confess I tend to like to play with lots of everything, explosive, hogs, time, etc., so I admit I don't know how well these would factor in with the more standard gameplay, but there you have it in any case. Thanks
Throwing knife. You can throw 2 in one turn. Its a double sided knife, so theres a point on both sides. A DIRECT hit on a point with a hog deals 20 damage. A non direct hit can deal about 13-14 damage. If it hits a wall/terrain before a hog it sticks. Hogs can climb on them. Helpful for making ladders, and such.
psssh, yeah right. Like the devs gonna see this and make it into a weapon. Isnt that right claymore??
What about a bird-attack like all the plane-attacks?
Instead of mines or napalm they throw 2 or 3 eggs...
They don't have to be effected by wind and fall like air attack (normal bombs). But there must be a larger space between the eggs.
Ok, I've read this a few times, and I'm finally curious enough to ask.
See what?
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
@Nemo, I think he either meant my throwing knife idea, or this thread in general. If its the latter I think he is trying to imply that the devs don't read this thread and will never actually use any of these ideas.
Well, that's nonsense. I read the thread regularly.
And I've implemented ideas from it.
Is just that the ideas (both good and bad) to hedgewars development manpower ratio is wayyyy off.
As for the throwing knife idea, that was discussed in IRC as well. Either that or javelin is probably not a bad idea to add.
Oh well, whatever
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
haha yeah I know. I might even write code for one or the other when I haz more XP.
Railgun!
need opinions hope you like it http://www.youtube.com/watch?v=-dHKNbePh3U&feature=related and http://www.youtube.com/watch?v=xu4glC7cDOg
Rope Brothers Founder
2 things could be cool for me. First is another type of kamikaze , like an explosion of hedge who make the same effect as limbourger. The scond one is something very simple , a push up . This could be fun if push up is infinite use like mudball!
A pushup? How would that work?
You mean, just an animation of a hog doing pushups?
Like the juggling, shrugging, bowing etc animations?
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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
push someone on weter when on border
I've decided to combine two of my ideas into one new weapon:
Instead of having the Gatling gun exactly like the mini-gun, instead why don't we make the Gatling gun more like the sentry gun? (The sentry gun is a turret that is placed and automatically shoots nearby worms/hedgehogs with rapid fire for a few seconds.)
A hedgehog would place could place it down anywhere like a sentry gun, the only difference is that the hedgehog has to man the Gatling gun, it still gets hurt like normal, but the hedgehog will not move unless the ground below him is destroyed or he is killed. The Gatling only gun goes away when it's that hogs turn again, or if he is killed.
That one is the best of all these ideas in my opinion, it combines in an excellent way the damage and the utility, in that casa to climb up.
Rope Brothers Founder
i think a atomic bomb wepon that dose damage to eveyone on the screen, but you place it like a piano strike .the closer you are the more danmage done on you
We already have several ultimate weapons, I don't think we need more.
CACP Founder
I did a mock-up of a Gatling Gun (Ye Olde-Style) if anyone is interested.