Weapons can be a lot more than just the usual click-and-shooting. Of course there is no way to know what has already been implemented or planned, but I just want to throw this suggestion out there so it could be discussed. In many sidescrolling jump'n'shooters, weapons are limited to a simple mechanic: click once, shoot once, or hold the mousebutton to autofire. I'd find it really interesting if a number of weapons would offer some advanced handling. Weapons can be charged in different ways, can lock on to targets, and do lots of other stuff. One-handed weapons can use their corresponding mousebutton while double-handed weapons could probably even make use of both mousebuttons, offering advanced handling. Here's a few examples - the names and mechanics of those weapons aren't important, I'm mainly posting them to show what could be done following this idea. Homing Rocket Launcher: Single rocket, heavy damage. Hold the fire button while looking at an enemy to initiate a lock-on. After about ~1 second, the lock will be active. If you then release the button, the rocket will home in on the locked enemy. You can, of course, also fire the launcher freely, in which case the rocket will travel in a straight line. Homing Swarm Launcher: Multi rocket, low damage. Clip size of about 8 rockets. Click repeatedly to fire single rockets or hold the button to quickly lock on any enemies in your general aiming direction. Can lock on as many enemies as there are rockets left in your clip. Release to fire small rockets which will swarm out and try to hit all locked enemies. Rifle w/ Grenade Launcher: A classical example, but I think it works well to show the possibilities of a two-handed weapon. Mouse1 could fire the rifle while holding and releasing Mouse2 could charge and fire the grenades. Charged grenades fly further and in a straighter arc. Van Drakenstein: Now it gets interesting. Another two-handed weapon; press and hold Mouse2 to absorb the life of enemies in front of you (dealing medium damage), charging the weapon in the process, and press and hold Mouse1 to release a swarm of bats, energy beam or something in those lines, dealing heavy damage but draining the weapon charge at a fast rate. This principle may come in thousands of combinations, of course. For example, a weapon with the drain effect as primary fire and player-healing abilities as a charge-using second fire. Charge Blaster: Your standard-issue one-handed laser blaster with a twist; click repeatedly to rapid-fire weak shots, or hold to charge and release to fire more powerful shots. I think those examples should be sufficient to show the possibilities that such a system would open up. Interesting weapon dynamics can add a lot to this genre, as can be seen in Cave Story, just to name an example. Thanks for reading, feedback and comments are always appreciated!
Have you ever played Heli Attack 3? While reading these, I thought of that game. A lot of the weapons in that game are unique, and unique controlled as well. That's always a good thing. +1.
hows about a grenade or rocket that you fire with mouse1, but you can detonate it in mid air using mouse2 and release a swarm of smaller explosives.
-Like a needler in Halo where when you empty your clip, the bullets detonate -Maybe for Mechs, you should have 2 heavy cannons on each side and left is left trigger and right is right trigger and you have to use both before they reload -A Goop-Gun that shoots out a goop and when you press right trigger (depending on the gun), the goop is electrified, put on fire, frozen, degravitated, etc -Duel-wield pistols using left and right to shoot -A wire shooting gun (the wires attach themselves to walls when in range). You set up a line of wire and when the enemy comes into contact, you press right mouse and the wires become electrified (like the goop-gun or a trap). -A spray gun that shoots out two streams, if need be you can combine the beams Although you shouldn't... ie a poison out the left and a fire out the right, when you press both at the same time you could get a variety of effects (up to the devs), whether it be chunky shotgun spurts of intense flame or a large blaze coming out (this would slightly damage the character and/or the gun and take up a lot more ammo, but cause a lot more damage)
I'm quite found of the idea of explosive buck shot orFlechettes. maybe a weapon that fires straight disease that causes violent and often explosive mutation, That was a fun gun in Resistance 3
This would really spice up the weapon usage a lot. I like the idea of guns having different firing styles it makes certain weapons more effective against certain mobs or situations. I made a post about melee weapons having certain effects for example a sledge hammer would cause a shockwave. Our ideas could mesh in that the hammer could be used as a regular swing weapon with L click and have a shock wave with the R click. Good STUFF
I think it will be a good idea to have these weapons that act differently from each other, rather than being bland and do the same thing.
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