Gunship

Discussion in 'Archive' started by Kith, Nov 4, 2012.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    So hey gunship.

    What I've got right now in terms of "what needs to be fixed" goes like this:

    The camera. As far as I can tell, a large part of the clusterfucky lag generator of the Gunship is the fact that we attach a camera to it while it flies in circles. This is one of the reasons why it makes rigs choke on their own FPS- any first person shooter/third person shooter on SCII generate a hefty amount of lag, and the constant unnatural camera movement is a big contributor.

    That said, the remedy is to make the camera fixed in its position. My suggestion is to zoom it out and put it a perpendicular angle to the ground (100% top down), rather than the standard SCII skew.

    The guns. Another major issue is how "spam clicky" they've been, so I've aimed to make them less so.

    The loss of control. Potentially the biggest sticking point about the Gunship that irritates people: the loss of control on one of the most fragile characters in NOTD and being forced to entrust the positioning and protection of said character to a teammate. The fix for this is to make the Gunship a separate unit (bound to control group 0) that, even if de-selected to re-position the FO, can be reselected via control group or by just clicking on it (see: the camera repositioning to a more zoomed out POV so the player can see the gunship and the FO).

    The name. As far as I'm aware, it's still called "Princess".


    So here's what I'm looking to have happen:
    • Reposition the camera to a higher vantage and, for the duration of the ability, give the Forward Observer "air vision" in a radius of 18.
    • Remove the loss of control and instead make the gunship selectable. The orbit of the gunship will be centered on the Forward Observer.
    • Replace the click-based controls with three active abilities on the Gunship. These are:

      25 MM Vulcan, which will designate an area with a green road flare and saturate it with heavy machine gun fire. It will essentially function the same way as a vanilla SCII Psi Storm. Deals 20 (+20 to light) damage every 0.5 seconds. Hotkey of Q, AOE template of 2.5 to 3, and "non-sticky" casting. Each "cast" has a 10 second duration and a 10 second cooldown.

      140 MM Mortar, which will fire a very large, very angry explosive at a target. Deals a whole bunch of damage, has a couple seconds worth of cooldown, and a radius of 4 or so. Deals 500 damage per shot, with 50% friendly fire damage. Hotkey of E.

      "Flashpoint" High-powered laser cannon, which is a Void Ray styled laser which deals VERY high damage to a single target (no splash whatsoever). Considering that the Gunship does not (or should not) automatically acquire targets with its autoattack (I don't intend this to be ability based, to make things easier to code), it will require the player to direct it while also managing the other two weapons. It can be used to supplement the Vulcan in taking down targets while the Mortar secures another approach, or it can be used on a boss and the "ability guns" used to handle mobs.
    That's what I've got to make the Gunship more agreeable on FPS and on player usage. Let me know what you folks think.
  2. Shooz
    • Donator

    Shooz NOTD Staff: Killjoy

    Ahem...
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    And a big thanks to Shooz for helping.
  4. Mirage
    • Donator

    Mirage ಠ_ಠ What are you looking at?

  5. MSluiter

    MSluiter Member

  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Yes. The "WTF Boom" thing was originally based on an animation that involved Link opening a chest and finding a timed explosive, which then exploded. That said, stay on topic.
  7. HDD
    • Donator

    HDD Well-Known Member

    The view will be similar to this? (Grand theft auto 2)
    [​IMG]
  8. Shooz
    • Donator

    Shooz NOTD Staff: Killjoy

    GOOD TIMES! I think that's the idea HDD.
  9. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Correct, that's what I'm aiming for.
  10. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Gonna go ahead and bump this.

    Say something if you have a problem, I'm moving this to NOTD Disc. in the not too distant future.
  11. ArcturusV

    ArcturusV New Member

    I like what I'm seeing here. Just one thing I'll suggest/comment on.

    My thoughts, such as they are, is that instead of 3 weapons, I rather have two but multi-use. I'm not really talking spam click Rambo style machine gun spraying like I used to do with the old Gunship.

    Though the way I'm thinking of would probably result in a more full command card for the Gunship. So instead of three abilities, you'd end up with 6, but it'd be like this:

    3.46" Gatling Rifle Mount: Deals 40 damage (60 to armored) a second to all targets in a 3 blast radius for 10 seconds. 12 second cool down.

    You'd have that ability listed 4 times. Then have:

    8" KEW: Deals 800 damage (double to armored, doubled to massive), to a single target, targets in range 3 of the target are stunned for 1 second. Weapon takes 2 seconds to fire, 6 second cool down after firing.

    You'd have that ability 2 times.

    Reasoning for this:

    A: I kinda like the idea of the Gunship being about more wide spread chaos necessarily. I think that the gunship as written up there is going to be more about just massing all your fire in one spot. Or rather massing your Vulcan and Mortar in one spot while laser pointing else where.

    B: It would allow you to more easily create several zones to weaken enemies on the way in. Less kill jacking necessarily, more damage done with the ability overall.

    C: If someone DID just want to hammer one location with all the massed firepower (Like Lab entrance) they still have that option and can lay multiple 3.46"s and use the 8"ers to do so.


    Sadly I haven't been able to get an Alpha Nightmare game since I've been back. Did a regular one though. So my thoughts may not be entirely valid. But I think (hope) that the general idea there still has some merit.

    If that has already been considered, or something like that, and noped, I apologize for beating a dead horse.
  12. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Ehhh. I wouldn't. FO is already slated to have a ton of skills available to him. With the new Gunship, FO would be able to drop barrages while Gunship-ing, and I don't want to overload the player with input.
  13. ArcturusV

    ArcturusV New Member

    Fair enough. Just wanted to put that out there so it could be considered.
  14. Mirage
    • Donator

    Mirage ಠ_ಠ What are you looking at?

    Just make the gunship fire gunships that fire gunships that fire rounds.
  15. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Guns that shoot smaller guns that shoot deep fried beer cans?
  16. Mirage
    • Donator

    Mirage ಠ_ಠ What are you looking at?

    How about a gunship that shoots these?

    [​IMG]
  17. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    This is not, unfortunately, Red Alert 3.

    Anyways, we're getting off topic. Anyone else with commentary?
  18. Reaper

    Reaper Moderator/The Crimsonrine

    FORTUNATELY THIS IS STARCRAFT 2!

    [video=youtube]http://www.youtube.com/watch?feature=player_detailpage&v=wL0RiDJl9Cc[/video]
  19. ArcturusV

    ArcturusV New Member

    There is of course a good point to that vidja there. I suppose similar to my suggestion. In that calling in a major gunship/warship/carrier escort (I always figured it to be something like a Light Cruiser/Destroyer equivalent to a carrier which is the base for the FO's fighter/bomber strikes) like that SHOULD be a bit more weighty towards the amount. I suppose that's why I suggested how I did as well. There's also something about the FEEL of that gunship that seems off base on the ability. Yeah it's got three weapons. But somehow it feels lacking because it is three weapons. Less like you're pouring on the full firepower of a warship and more like you're calling in an A-10 NOTD equivalent.

    Which I suppose may be the point. It's not supposed to feel like a warship and instead be more like a CAS or Tactical Bomber.
  20. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I don't think the Forward Observer has the clout to pull in a warship, and the equivalent of an A-10 feels more sensible to me. After all, the huge thing about the Commando is that he has enough clout to call in nuclear strikes at his discretion.

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