Secondary Weapon

Past Suggestions and Influencements
(read only)

Secondary Weapon

Postby ZooM » Sun Jan 17, 2010 12:58 am

I rethought the whole idea of instead of having a new class, each class should have a secondary/back-up weapon.


Scout-
Switch Blade or Some type of retractable knife for a quick stab and go move. It goes great with the idea that scouts run around enemies they can't defeat alone.

Brute-
Not really sure with a brute. I was thinking of a shield that can rotate to deflect each direction. While its active though, the brute cannot shoot.

Marine-
A Powerful handgun with a slow reload. I think this would work because it sort of works both ways and in between the speed of a scout and power of brute.

Just a thought. What do you guys think?




-That Kid from Jersey :ugeek: :ugeek:
Dawn of a new age?
ZooM
Clan Member: GWT
 
Posts: 456
Joined: Thu Dec 24, 2009 1:30 am
Location: Jersey

Re: Secondary Weapon

Postby eville » Sun Jan 17, 2010 1:44 am

While a cool idea, with unlimited ammo there is little need for a secondary. Would this need to occupy a quick slot?
Love,
Eville

Image
EvilleGenius, Marine 50
EvilleBrutus, Brute 50
LilEville, Scout 50 (its hard being tiny!!)

Kill'em all and let God sort'em out!!!!!
User avatar
eville
Clan Member: WaR June DM The Asphyxiator
 
Posts: 508
Joined: Sat Dec 12, 2009 1:25 am
Location: Great White North

Re: Secondary Weapon

Postby ZooM » Sun Jan 17, 2010 1:51 am

Actually I haven't thought of that.
But the point of it is not to use when you run out of ammo. Its to spice up the game and add another level of difficulty and skill to it. As well as add new strategies and add new masters of each craft to the game.

As far as would would trigger it ...uhm maybe a double tap on the screen or something? It has to be something that would slide effectively into gameplay and not be to much of a hastle or slow it down.



-That Kid from Jersey :ugeek: :ugeek:
Dawn of a new age?
ZooM
Clan Member: GWT
 
Posts: 456
Joined: Thu Dec 24, 2009 1:30 am
Location: Jersey

Re: Secondary Weapon

Postby afiellerddr » Sun Jan 17, 2010 3:16 am

If you add extra weapons, it could be possible to just have a weapon slot on the menu seperate from the four already given). Every character could have their own unique weapons for purchasing at the store and just equip one in that slot. It would create a lot of variety among the each character type. I especially like the idea of melee weapons, but there should be one for each enemy. I can imagine a brute swinging around a spiked club or a marine wielding a police baton :D
Hermes - scout
Jabberwock - Marine
Ganondorf - Brute

Gtalk:ellerbrandon13@gmail.com
afiellerddr
Clan Member: -7-
 
Posts: 30
Joined: Fri Jul 31, 2009 12:45 am
Location: Missouri

Re: Secondary Weapon

Postby ZooM » Sun Jan 17, 2010 3:23 am

That is actually Genius, somewhat of a better idea than mine.


-The Kid from Jersey :ugeek: :ugeek:
Dawn of a new age?
ZooM
Clan Member: GWT
 
Posts: 456
Joined: Thu Dec 24, 2009 1:30 am
Location: Jersey

Re: Secondary Weapon

Postby chancy319 » Sun Jan 17, 2010 7:20 pm

There is no need for "secondary weapons" right now because weapons are not even emphasized in the game. It's all about class. Plus, you can never run our of ammos, like the other guy above me said, so it would seem pointless to switch to secondary weapons. I think the "abilities" e.g. invisibility, enrage etc act well as "secondary weapons", IMO.
User avatar
chancy319
Clan Member: ELT
 
Posts: 71
Joined: Wed Dec 30, 2009 4:21 am

Re: Secondary Weapon

Postby ZooM » Mon Jan 18, 2010 4:56 am

chancy319 wrote:There is no need for "secondary weapons" right now because weapons are not even emphasized in the game. It's all about class. Plus, you can never run our of ammos, like the other guy above me said, so it would seem pointless to switch to secondary weapons. I think the "abilities" e.g. invisibility, enrage etc act well as "secondary weapons", IMO.



That's truely NOT the point. Its not to be looked at as another ab or equip. Its to add another level of difficulty to the game. I've noticed the Vets get bored being level 50 and are constantly making new characters to keep themselves interested. The dev.s don't want to extend the max level because it makes it even harder for new guys to catch up. That's why I thought of this.

I believe adding secondary weapons is a way to basically spice up the game, keep the vets interested and wanting to play harder to master the secondary weapons, all without seperating the more experienced players from the new. I realize it requires a lot of recoding and testing but hey, its just a thought.
Dawn of a new age?
ZooM
Clan Member: GWT
 
Posts: 456
Joined: Thu Dec 24, 2009 1:30 am
Location: Jersey


Return to The Archives

Who is online

Users browsing this forum: No registered users and 0 guests