Design Ideas - noodlecollie/afterburner-game GitHub Wiki

Ronin

Standard Ronin from the Nightfire PC games, with the following additions:

  • Throwing/deploying a Ronin does not get rid of the remote control. The remote control can be used to detonate the Ronin at any time (but not to control it).
  • Alt-fire places the Ronin down where the player's crosshair is pointing, for more precise placement.
  • When a Ronin is thrown, it can be detonated and deal enough damage to kill a player on full health if they are relatively close. However, if the Ronin owner dies while the Ronin is thrown but not deployed, the Ronin can be picked up as if it were a weapon spawn. This introduces some risk/reward, as opponents may not know whether a Ronin that looks like a pickup is actually a booby trap.
  • If a Ronin is deployed, it can be +used by its owner to pick it back up.
  • If the player who owns a deployed Ronin dies, the Ronin disables itself but does not disappear. Enemy players can +use the Ronin to pack it up and take it, or can shoot it to make it explode. The player who died can +use it to gain a new remote control and bring it back to life. Alternatively, the player can walk across another Ronin spawn to gain a remote control to bring their original Ronin back to life. The Ronin spawn is not consumed, and the existing Ronin must be detonated before a new one can be picked up.
  • A Ronin that is critically damaged becomes disabled, begins sparking and eventually explodes.

Sniper

  • The sniper does not have a crosshair unless scoped.
  • When unscoped, the sniper is not 100% accurate.
  • When scoped, the accuracy of the sniper is dependent on the speed of mouse movements. Jerkier mouse movements decrease accuracy.
  • As in the PC version of Nightfire, the sniper only kills a player who is on full health if they are hit in the head.
  • Each sniper has a barely visible laser pointer beam for aiming, along with a small, more visible sprite projected onto the object that the laser hits.
  • The military sniper has a green laser and creates a loud noise and a big muzzle flash so that it may cause hidden snipers to reveal themselves. The covert sniper has a blue laser, a quiet sound (because of the silencer) and a small muzzle flash.

Frinesi Auto 12

  • The Frinesi's default fire mode is "pump".
  • The fire mode is toggled with the alt-fire button, rather than the button executing the secondary fire mode directly.

Q-Specs

  • Have a mode which makes sniper lasers much more visible.
  • Are holstered and unholstered quickly (no more PC Nightfire-style BS). They must be holstered manually in order to recharge, so that the holstering animation doesn't interfere with combat.
  • When a recharge is needed, any visual effects are disabled and a dead battery icon flashes in the HUD.

Weapons (General)

  • When player weapon boxes are dropped on death, they are only dropped at the feet of the player at the point in the world where they died. They are not flung around the map like the Nightfire ones are (or if they are affected by physics, they only move a little).
  • When a weapon box is picked up, the weapons that are added to the player's inventory are shown in the HUD. (The engine may already do this.)
  • Weapon spawns can have custom respawn times set by the map maker. A respawn time of -1 takes the default time for the game mode. In addition, the game mode/server configuration can specify a global modifier for weapon respawn times, to increase or decrease them.
  • Weapon spawns can also have "tiers" applied, to facilitate weaponsets.
  • Weapon damage has falloff based on the distance between the attacker and the victim. This is ignored for certain weapons (eg. sniper, Ronin).

Bots

  • Bots can have difficulties and personalities (a la Counter Strike), including weapon preferences and health modifiers.
  • Bots can have "memory" of certain tactics on certain maps. For example, every time a player places a Ronin, the position of the Ronin (together with how long it's alive/how many kills it gets) can be recorded in a file. The more players play on a map, the more the bots learn about good Ronin placement.
  • Where single player stealth is concerned, bots have a "main" and "peripheral" field of view. If the player becomes visible in their peripheral view, the bot will realise after a certain amount of time (their reaction time) and will try and seek out the player. If the player appears in their main field of view, they will immediately attack the player (or run for an alarm, as appropriate).