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PostPosted: Fri Apr 18, 2014 3:34 am 
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Posts: 241
Some more ideas also a request, can an admin move the weapon and vehicle ideas from this topic to another (and move my drop zone topic to this one)


AMMO mods

info: ammo mods are a kill chance modifier that goes in the grenade slot when uses the augment the main weapon of the soldier, you can respawn with them.

the mods


High pressure rounds.
info: increases kill chance by 0.2 decreases accuracy.

explosive rounds
info: adds a slight splash damage to round (0.5) allowing the user to hit things behind cover(or just around corners)

target rounds
info: low pressure rounds that are more accurate, though have a reduced kill chance (-0.1 kill chance)

tracer rounds
info: causes the users gun to put off a red tracer every 3rd shot, increases accuracy and kill chance by (0.1), but makes you a high grade target to the AI.

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PostPosted: Sun Apr 20, 2014 9:48 pm 
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Misc idea, how about there be different types of allies other then just soldiers, the player would be able to play as these ally types through rewords or something.

examples of the specialized allies


combat drone
looks: http://www.gods-inc.de/macavity/IsleOfS ... drache.jpg
info: about the height and speed of a crouched ally the combat drone, is a moving turret, capible of suppressing an army with out much trouble.

default armament: faction LMG
specialization: has a "vest" that allows it to take 3 hits with out being "Downed" the 4th hit will cause it to die though.


war dog
looks: a German Shepard with a team colored vest.
info: moves at 2 times the speed of a normal soldier war dogs have one job and that is bite and kill who ever is shooting at them.

default armament: knife and nothing else
specialization: all weapons have a reduced kill chance when hitting a war dog (reduced by 0.2)

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PostPosted: Sat Apr 26, 2014 1:42 am 
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another sub type unit idea.. I will be atempting to make this one.

spec ops
model: http://www.mediafire.com/view/d8d9ky8pl ... pecops.xml (only one with this)
info: spawns with a type 2 vest, stun grenades, and a suppressed main and side arm.
spawns: is spawned via a reinforcement call.

EDIT: teh spec ops idea here is now part of my heavy weapons mod... couldn't get the spawn I wanted done, so its just a rare soldier.

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PostPosted: Tue Apr 29, 2014 9:22 pm 
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binoculars ideas

core item: http://www.mediafire.com/download/zad5u ... s_test.zip
(note linked item has a zoom range of 2.3 it should have a zoom range of 2.0. sorry)

info: ok above is a binoculars item it gives 2.0 zoom and nothing else... this isn't enough so here is a list of ideas for what it can do, not the list goes from simple ideas to complex ones.

SIMPLE IDEAS

1. 10% RP cost on light fire calls
info: reduces reinforcement, and mortar calls rp cost by 10%
mortar 1x8 : 90 rp
mortar 3x8 : 180 rp
reinforcement 4: 108 rp
reinforcement 8: 180 rp


2. decreases area of fire calls and increases accuracy aka makes artillery strikes pin point.


3. boosts near by snipers zoom to 1.8 instead of default(which is average around 1.4)


COMPLEX

1. seperate fire calls.
info: the fire calls would be separated into 2 groups, radio (vehicle and reinforcement drops) and spotter (attack drops)

radio calls
Humvee drop
reinforcement 4
reinforcement 8
tank drop
rubber boat drop
sand bag drop x2
+
defense drop (4 sand bags and a turret, upgrade of the sand bag drop)
resupply drop (drops a stash that stays on location for a minute before despawning)


spotter calls
mortar strike 1x8
mortar strike 3x8
artillery strike 2x16
artillery strike 10x16
+
missile strike 2x6 (fires 6 high yeild missiles, image of this http://upload.wikimedia.org/wikipedia/en/5/52/MLRS_missile_launcher.jpg is a more pinpoint version of the artillery strike)
missile strike 4x6



2. artillery spotting
info: a person with spotting gear can call in a single artillery shot every 15 seconds, this shot would be highly accurate, and would work like the artillery strike but with only one round instead of 16, it would also only have a 4 second delay instead of a 8 second delay.

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PostPosted: Fri May 23, 2014 1:46 pm 
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Another random idea

sub weapons
info: sub weapons would be a secondary attack for some weapons, they would be triggered by the mod key+attack key, and would have a effect based on teh sub weapon. the sub weapons will not have a reload unlike normal weapons but instead would have a cool down timer, before they can be used again (timer is a team colored bar bellow the primary weapon)


ideas for weapons with this system

m4a1 /w m203
primary: less accurate but faster firing version of the m16
sub weapon: light grenade launcher (fires off a 0.25 damage 2.25 blast range grenade)
sub cooldown: 3.5 seconds

FAL with masterkey
primary: 20 round semiautomatic AR with high accuracy
sub weapon: a shot gun with 6 rounds per shot
sub cool down: 1 second

OICW
primary: 30 round smg high fire rate low accuracy
sub weapon: 5 round light grenade launcher, air burst
sub cool down: 25 seconds (5 seconds per round)

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PostPosted: Fri May 23, 2014 3:00 pm 
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Joined: Sun May 18, 2014 10:46 pm
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I do like the civilian ideas.


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PostPosted: Thu Jun 12, 2014 10:41 pm 
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Different types of soldiers is a pretty good idea. The drones could take more hits and be a deployable item which you would be able to control in a medium radius

Civilians could be spawned at the start of the map, and would not be a target for any NPC. No benefits for killing them. Possibly soldier type would be a "disguised" civilian or a rebel. The enemy would have a hard time noticing them.

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PostPosted: Thu Jun 12, 2014 11:43 pm 
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I have been thinking about the drones, and wanting to make a model for a 4 legged simmilar to this lego image http://farm8.static.flickr.com/7365/11478981235_748e7abeb2_m.jpg thing is it would require the following things

1. animations

2. a weapon which only it can hold that has no model, but fires out of the drones barrel.

3. its own special grenades, the idea is that it would have a 3 barrel rocket launcher each rocket would do 0.9 damage (90 hp)

4. the ability to link a NPC to a deploy item... might just be the fact I suck at working with vehicles, but making a sand bag deploy a soldier instead of a vehicle is not something I can do.

That being said I can make the model for this, I just can't animate or get it working in any way.


Here is the plan for the drones by the way.(Was going to try this for my mod)

Combat crawler(item name)
weapon: drone LMG, drone AR, or drone sniper.(info on items bellow)
secondary: Drone RPG or bunker shield (smaller version of the riot shield)
armor: drone armor (vest with complete imunity to bullets for 8 hits, but explosives act the same)

this soldier class, as that is what it would be, would have a high chance of going defensive and a 0 talk chance. as well as the inability to drive, inter vehicles, jump, or climb ladders. aka would be ground only (also would avoid water, and be unable to swim)

weapons and gear
drone LMG
kill chance: 0.45
ammo: 500
can reload: NO
other then that is basically a stoner LMG with more ammo.

drone AR
kill chance: 0.68
ammo: 20
fire rate: 0.56
reload: YES
other: basicly a m16 with some modified stats, and a slower fire rate

drone sniper
killchance: 0.80
ammo: 1
fire rate: -1
reload: normal
accuracy: 1
zoom: 1.9


gear

drone RPG
info: low yeild missiles, drones are armed with either this or a low end shield
damage: 0.9
projectile speed: 150
blast range: 3.5


bunker shield
info: a riot shield only it has the width of 3 riot shields and is half the height, a drone armed with this, will have a special model, when deployed the drone will be imobile.

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