Sfz31.10.2007

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Revision as of 16:29, 1 November 2007 by Ghoulsblade (Talk | contribs)

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  • 3 strengths of laser
  • rocket : dumb, fly straigt (anti-station)
  • missile : guided, automatic or manual(remote control+cam like redeemer in unreal)
  • missile/rocket with split/spread (mirv-warhead, split manually triggered)
    • spread and attack single target from multiple directions : against evasion
    • attack multiple targets, area
  • projectile weapons
  • railgun
  • charging weapons (plasma)
  • afterburner
  • strong melee weapons
  • flamethrower like plasma
  • slow moving plasmaglobs
  • shotgun like projectile weapon
  • e-drain / leech
  • tractor-beam : drag enemy, hold in place
  • EMP-shockwave : paralyze enemies
  • chain-lightning
  • shock/push/explosion on contact : throw enemy away



  • level up weapons & equipments, exponential cost, linear improvement, waves, towerdefense


  • gui : weapon-icons at bottom, display if in range (lock, yellow border), cooldown/charge display, range text
  • adjust equipment during game, e.g. between waves
  • 3 different music tracks (atmosphere), more skyboxes


preconfigured ships (fast for hit&run, heavily armored ranged, high speed ranged, heavily armor melee, tanks, kamikaze, leech.., ) enemy waves consist of one or more enemey types, of a build-value equal to the sum of players (e.g. weapon & equipment level increase)

non-newton physics for simpler autopilot (missiles) instead of travel speed : instant teleport to planet if not hit for a certain time, but for td-like waves not needed, shopping between waves

3 missiles moving/rotating intertwined along path would look cool missile accellerates shortly AFTER being launched, click,wush... particle effects