Sfz31.10.2007
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Revision as of 16:29, 1 November 2007 by Ghoulsblade (Talk | contribs)
- 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