Tomcat promises of the developers far exceeded their modest capabilities
Ok, we can say the weapons were brought/manufactured on the asteroid because humans were expecting possible visit from a hostile alien race π
And maybe even... they found the aliens after digging too deep! Maybe the asteroid is not "just some place" but a source of a rare element that humans and aliens crave?
Kinda like... tarydium from Unreal I...
Note that the backstory will not be explicitly told within the game - it only serves as a framework to allow building a coherent game world.
DJM so 3 weapons then.
say wich ones ud like and ill have a go at concept sketching them
Wow, awesome! I've spent some time coming up with the ideas for you, and I think I have a decent vision fro where this could go gameplay and balance-wise.
My 3 weapon ideas:
1. A Rocket Launcher (for the heavy class?)
Medium to long range, splash damage, self-harm up close
Triple-barreled! I initially thought of a single-barreled one, but after writing down the other 2 weapons I think a triple-barreled design will be much better and more flexible for the future. Primary trigger could shoot rockets full-auto relatively quickly, secondary could charge up a 3-rocket burst.
Inspirations: Doom, UT 2k4 / 4
2. SMG / Shotgun? (for the light class?)
Short to medium range, high damage up close.
I imagine a multiple-barreled-gun that could fire the barrels in succession like a minigun (but be less powerful and have a lot of spread - lie the current SMG), but it could also load up and shoot all the barrels at once for a shotgun-like effect. Inspirations: Duke Nukem 3D's Chaingun Cannon, UT's Flak Cannon (UT3 could be the best reference), Unreal's Minigun.
3. Energy/plasma weapon (For the medium class?)
Most versatile in regards to range, but not the most dangerous at any of them. Perfect medium weapon π
The first firing mode could be a small energy projectile firing full auto - more precise but slower than the SMG, alternate fire could change up a more powerful projectile that'd be larger, consume more ammo but deal splash damage. To limit the gun's usefulness in long range, the projectiles could fizzle out at some distance or explode (we can say that it's shooting plasma balls, that are unstable and will collapse at some point in the don't collide with anything first.
Inspirations: UT's Shock Rifle, Q3A/Quake Live's Plasma Gun.
General visual design idea:
It'd be great to have a place for a dynamic display showing ammo count in 1st person view - I loved that in UT'99 and I still think these displays on Sci-Fi weapons are very cool - not necessarily functional but flashy π
I've created a collaborative whiteboard* and put the reference images there for you:
https://excalidraw.com/#room=5c88f5aa2990ce7a95a6,vzdXtzEdz1gslMABLbO4Kg
Please let me know what do you think of these ideas.
Or just go nuts π
- I've been using Excalidraw for this kind of stuff a lot. These collaborative boards stay online, boards made a year ago are still accessible, and we can also download the data and then just open an existing board from disk. Or even self-host this service if need be, because it's FOSS π