2007-08-26, 01:50:27
Well if you want some specific examples, I can give you some ideas for existing weapons:
![[Image: flamerba1by0.gif]](http://img249.imageshack.us/img249/122/flamerba1by0.gif)
Cost: 6750
D: 75 ---CD:0,1sec.--R:600---DPS:750---UC:1500---BD:+17---
I suggest that the upgrade be increased in cost (to whatever amount based on your game calculations for extra damage vs. creep mode) so that it can swap modes.
Flamer (Creep)
D: 120 -- CD: .1 -- R: 600 -- DPS: 1200 -- CWM: Normal -- BD: -28
I feel that the Flamer is often underused due to the Laser, as most people prefer having an upgrade that leads to high range. This suggestion turns Flamer into a very powerful creeper, capable of literally mowing down large waves. More often than not, I'd sacrifice range for DPS when it comes to most, if not all creeps (player-controlled creeps wouldn't kill you THAT fast anyway). Increase the damage if you want to, but it sounds very worthy of 1200 DPS given the cost.
![[Image: artelleryba1fw8.gif]](http://img361.imageshack.us/img361/2779/artelleryba1fw8.gif)
Cost: 5000
D: 667 ---CD:2,1sec.--R:1050---DPS:318---UC:2000---BC:-0,6sec---
Another underused weapon in my eyes, particularly because most people who want that kind of range would choose a 1300-range one to kill off players, and building-only attacks are far more appropriate, as they don't get distracted with their slow cooldown. Would it be possible to make this weapon have a "corpse explosion" effect placed on an enemy who has been hit such that, if that enemy dies after struck, it causes AoE damage? This would be included in the upgrade costs, and I think this wouldn't lag horribly (it wouldn't chain, and the attack's very slow). Maybe add an extra 1k, or make it a mode that's all non-buildings (essentially a heat-seeking shot).
We probably can't do Air-Air or Ground-Ground, as a player could get both and have a much easier time in close battles (like CP-porting).
I'm wondering: do you have a specific calculation you do when determining the cost of a weapon based on range? I've noticed based on a few weapons of the SAME range that 1 damage equals 10 gold (Psycho Laser vs. Frost Laser is a perfect example). Does the same apply to range/cost? If that was the case we could have modes that sacrifice DPS at the cost of range, or vice versa:
![[Image: plasmafragmentsba1wt1.gif]](http://img386.imageshack.us/img386/2820/plasmafragmentsba1wt1.gif)
Cost: 6000
D: 463 ---CD1,1sec.--R:950---DPS:421---UC:1333---BC:-0,2sec.---
Basically I see another underused weapon: Light Fantastic's sitting right there as the same weapon, but basically sacrificing some range for huge-shot attacks, and two of them! Supposing we could have a range/DPS relation, I would hope we could make this weapon a little more worth it.
Plasma Fragments (Low-Range) (also assuming the upgrade)
D: 463 -- CD: 0.6 -- R: 700(?) -- DPS: 772 -- CWM: Normal -- BC: +.3
Now we can see it used in situations where you CAN get close to a building, or a bunch of creeps, and mow it/them down faster. When vehicles come by, switch back and keep your distance as necessary. Now you have a weapon capable of Light Fantastic's powerful shot (smaller range) but also create a safety net. We can increase the upgrade cost if necessary, given a greater variety when compared to other weapons.
Let me know if you want some details for entirely new weapons. As SirJoghurt said, it's quite possible to have a shop that requires the team to upgrade the troops first (and we can place old weapons in there as well, so it's premium-only): that is, if it's possible to keep a shop unusable until certain conditions are met.
![[Image: flamerba1by0.gif]](http://img249.imageshack.us/img249/122/flamerba1by0.gif)
Cost: 6750
D: 75 ---CD:0,1sec.--R:600---DPS:750---UC:1500---BD:+17---
I suggest that the upgrade be increased in cost (to whatever amount based on your game calculations for extra damage vs. creep mode) so that it can swap modes.
Flamer (Creep)
D: 120 -- CD: .1 -- R: 600 -- DPS: 1200 -- CWM: Normal -- BD: -28
I feel that the Flamer is often underused due to the Laser, as most people prefer having an upgrade that leads to high range. This suggestion turns Flamer into a very powerful creeper, capable of literally mowing down large waves. More often than not, I'd sacrifice range for DPS when it comes to most, if not all creeps (player-controlled creeps wouldn't kill you THAT fast anyway). Increase the damage if you want to, but it sounds very worthy of 1200 DPS given the cost.
![[Image: artelleryba1fw8.gif]](http://img361.imageshack.us/img361/2779/artelleryba1fw8.gif)
Cost: 5000
D: 667 ---CD:2,1sec.--R:1050---DPS:318---UC:2000---BC:-0,6sec---
Another underused weapon in my eyes, particularly because most people who want that kind of range would choose a 1300-range one to kill off players, and building-only attacks are far more appropriate, as they don't get distracted with their slow cooldown. Would it be possible to make this weapon have a "corpse explosion" effect placed on an enemy who has been hit such that, if that enemy dies after struck, it causes AoE damage? This would be included in the upgrade costs, and I think this wouldn't lag horribly (it wouldn't chain, and the attack's very slow). Maybe add an extra 1k, or make it a mode that's all non-buildings (essentially a heat-seeking shot).
We probably can't do Air-Air or Ground-Ground, as a player could get both and have a much easier time in close battles (like CP-porting).
I'm wondering: do you have a specific calculation you do when determining the cost of a weapon based on range? I've noticed based on a few weapons of the SAME range that 1 damage equals 10 gold (Psycho Laser vs. Frost Laser is a perfect example). Does the same apply to range/cost? If that was the case we could have modes that sacrifice DPS at the cost of range, or vice versa:
![[Image: plasmafragmentsba1wt1.gif]](http://img386.imageshack.us/img386/2820/plasmafragmentsba1wt1.gif)
Cost: 6000
D: 463 ---CD1,1sec.--R:950---DPS:421---UC:1333---BC:-0,2sec.---
Basically I see another underused weapon: Light Fantastic's sitting right there as the same weapon, but basically sacrificing some range for huge-shot attacks, and two of them! Supposing we could have a range/DPS relation, I would hope we could make this weapon a little more worth it.
Plasma Fragments (Low-Range) (also assuming the upgrade)
D: 463 -- CD: 0.6 -- R: 700(?) -- DPS: 772 -- CWM: Normal -- BC: +.3
Now we can see it used in situations where you CAN get close to a building, or a bunch of creeps, and mow it/them down faster. When vehicles come by, switch back and keep your distance as necessary. Now you have a weapon capable of Light Fantastic's powerful shot (smaller range) but also create a safety net. We can increase the upgrade cost if necessary, given a greater variety when compared to other weapons.
Let me know if you want some details for entirely new weapons. As SirJoghurt said, it's quite possible to have a shop that requires the team to upgrade the troops first (and we can place old weapons in there as well, so it's premium-only): that is, if it's possible to keep a shop unusable until certain conditions are met.
DPS > Range, 'nuff said.