*** HUGE WALL OF TEXT INCOMING ***
Okay, so here's how the TDM will work.
Players will spawn in their team's armory. From here, they can choose to either stick around for a minute to view and read info about all of the weapons displayed in the armory, and see their cost, in score points, or leave the armory and begin fighting. Or both, obviously.
Now, here is how each system of the TDM will operate:
Weapon system:There are 4 weapon tiers (3, really, because the first tier consists of nothing more than the standard laser pistol). Weapons in each tier become more powerful and more costly with each tier. Each tier will have three ranged weapons and a melee weapon, except for the 4th tier, which will only have 2 ranged weapons for each team (I will explain this tier later). Every player starts with the standard laser pistol, colored specifically for their team. After gaining 5 points, players may choose to return to the armory and purchase the first Tier 2 weapon, an upgraded version of the laser pistol, which is just a dual-wield. Once 15 points have been acquired, players will have access to Tier 3 weaponry. Once 30 points have been earned, players will have access to Tier 4 weaponry.
Now, you may be thinking, "Wow Kyzor, don't you think those cost values are a bit much? It'll basically become a 'survival of the fittest' match, and those aren't fun for everyone involved because some players will be stuck with less powerful weapons because they can't get any kills, and the players will the higher-power weapons will just dominate the forget out of them." You couldn't be more correct in thinking that. Which is exactly why I want our scripters to create a small modification to the score-keeping script. Instead of having the score cleared upon death, it remains. This way, players who aren't faring so well against stronger weapons will still have a chance to level up their own equipment, and hopefully turn the tables in their favor. However, there will still be two instances where the score will be
completely cleared: at the end of each round, and when a player uses a Tier 4 weapon (again, I'll explain later).
And now for the actual weapons themselves:Tier 1:Standard Laser Pistol- DPS: 20
- Rate of fire: 4 shots/second (semi-automatic)
- Standard-issue laser pistol; all players spawn with this weapon
- Cost: no cost
Tier 2:Dual Laser Pistols- DPS: 20
- Rate of fire: 4 × 2 shots/second (semi-automatic)
- Dual-wield version of the Standard Laser Pistol
- Cost: 5 points
Plasma Assault Rifle- DPS: 2
- Rate of fire: 10 shots/second (automatic)
- Somewhat inaccurate but rapidly-firing all-purpose assault rifle
- Cost: 6 points
Antimatter Shotgun- DPS: 5-30 (fires six projectiles, each deals 5 damage)
- Rate of fire: 1 shot/second (pump-action)
- Fires shards of solidified antimatter
- Cost: 8 points
Tesla Baton- DPS: 15 (slows target's movement speed by 25% for 2 seconds upon being hit)
- Rate of fire: 1 swing/second (melee)
- Electrically-charged baton that doesn't deal a whole lot of damage but has massive knockback
- Cost: 10 points
Tier 3:Shock Concussor- DPS: 20-30 (depends on distance from center of explosion)
- Rate of fire: 1 shot/second (pump-action)
- Grenade launcher that fires a ball of supercharged antimatter which explodes on contact with either players or the ground
- Cost: 15 points
Cryo Repeater- DPS: 10
- Rate of fire: 10 shots/second (automatic)
- Upgraded version of the Plasma Assault Rifle, fires shards of supercooled liquid nitrogen
- Cost: 20 points
Shock Cannon- DPS: 5-60 (fires 12 projectiles, each deals 5 damage)
- Rate of fire: 2 shots/second (semi-automatic)
- You may remember this weapon if you've played "Ratchet and Clank: Up Your Arsenal"; this weapon fires a very wide-spread burst of electrically-charged bullet fragments
- Cost: 25 points
Omniwrench 1337- DPS: 40
- Rate of fire: 1 swing/second (melee)
- Again, you may remember this if you've played any "Ratchet and Clank" game; Makanix made an extremely well-modeled version of this quite some time ago. I'm bringing it back as a force to be reckoned with. This melee weapon will send pure plasma energy coursing through the bodies of its victims as they're sent flying backwards at very high speeds. If the hit of the weapon doesn't kill you, the impact of your Blockhead's body slamming into the wall behind it, will. (Just kidding, it's not nearly as OP as it sounds, I just wanted to make it sound badass.)
- Cost: 25 points
Tier 4:
THESE WEAPONS ARE OP AS forget FOR A REASON.Blue Team Tier 4 Weapons:
Hyperion Lancer- DPS: over 9000 (literally) (small area of effect)
- Rate of fire: single-use
- Originally created with the purpose of being powerful enough to remove the head from the Statue of Liberty, the Hyperion Lancer is a very accurate, extremely powerful sniper rifle, capable of eradicating any Blockhead unfortunate enough to be in its crosshairs, as well as doing damage to any Blockheads who happen to be near their friend when he is killed.
- Cost: 30 points
Zen Grenade- DPS: instant kill (area of effect)
- Rate of fire: single-use (thrown)
- The most powerful weapon the Blue Team possesses, the Zen Grenade is essentially a close-quarters nuke, utilizing advanced methods of quantum entanglement to vaporize any enemies within its 30-stud-radius explosion.
- Cost: 40 points
Red Team Tier 4 Weapons:
Plasmite Rocket-Propelled Grenade Launcher (Plasmite RPG)- DPS: instant kill (area of effect)
- Rate of fire: single-use
- If you've played the game Jak 3, you'll remember this weapon. The grenade launched by this weapon is not something you want to see coming towards you. Equipped with the most advanced proximity detection systems, the grenade will detonate itself when it comes within 3 studs of an enemy. Perfect for crowd control.
- Cost: 30 points
Raze Machine- DPS: instant kill (medium area of effect)
- Rate of fire: single-use
- The Raze Machine can best be described as a sniper rifle. It fires a projectile that moves faster than the speed of sound, embedding itself silently and invisibly into whatever surface it hits. Then, when an enemy Blockhead wanders by, it detonates, killing the Blockhead and any of his nearby teammates. "And what happens if it hits a player?", you may be wondering? Heh, well, that's for you to discover on your own. :)
- Cost: 40 points (this weapon is far more deadly than it sounds, trust me)
If you haven't already figured it out, I have decided that every weapon used in this TDM will be custom-made. This might sound like a lot of work, but really, when you look at the big picture, it isn't that difficult.
Gameplay system:Players will be auto-sorted into Red and Blue Teams upon joining the mini-game. Each round will last 30 minutes; this will give ample time for at least one player of each team to reach Tier 4 weapons. Here's what I haven't yet told you: the round ends when one player from either team makes at least one kill with a Tier 4 weapon. This is not a final decision and is open for debate; obviously there are some modifications to the TDM script that will need to be done, or that call for entire scripts of their own. I don't know enough about scripting to make a final decision about this, so I'll talk to someone who does before I make said final decision.
(This is Makanix' idea.) Halfway through each round, a player from one of the teams will be randomly chosen to become the Juggernaut. This player's avatar will be mostly green, so as to easily distinguish them from the other players; however, they will still be on the team into which they were originally sorted. Their datablock will change to one that moves faster, jumps higher, and has more health. By default, they will have the Antimatter Shotgun, the Cryo Repeater, and the Omniwrench 1337 in weapon slots 1, 2, and 3, respectively. They will have quadruple the health of a normal player.
So yeah. That's basically all I've got for now. All of the above is open to debate and suggestions, so feel free to pitch in your 20 cents. However, no ideas are final until approved by both Makanix and myself.