I've played a lot of FPS games, so I took a crack at concepting out some weapons for one of my favorite shooters, Halo.
Weapons
Bounder
Projects a laser into the environment which shows the trajectory, (including one bounce off of solid surfaces.)
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“Bounce” is reflected by a bend in the tracer line
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Similar trace-line to the Torque Bow from Gears of War
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Tracer only extends for a limited distance before decaying
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projectile should have falloff
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Promethean design
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Perfect for fighting enemies entrenched behind cover.
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Medium/Long Range
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Could be used effectively to flush camping enemies out of cover
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Could be used offensively/defensively to shoot at enemies around corners
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Projectiles explode upon contact with players or vehicle.
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Explosion is triggered by second impact with geometry (after first bounce)
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If no contact is made Explodes after
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Projectiles require a 3 Second Charge Time.
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Shot is cancelled if trigger is released before Charge completes
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3 Round Clip
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Ammo Capacity of 12
Impact Rifle
Fires Charged bursts of highly compressed air. Primarily used for Crowd Control / Area Denial.
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Great for Capture the Flag, Territories, King of The Hill and other objective based modes.
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Range: Medium/Long Range
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Relatively low damage
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Player must hold LT (fire button) to charge the weapon, and release to fire
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Does maximum damage at full charge
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Like the Plasma Pistol energy is drained while maintaining a full charge
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If released before reaching full charge, shot’s damage potential is equal to the degree to which it was charged.
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ie: a charge fired at 75% charge will deal 75% damage
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Charges create a shockwave upon impact which inflicts Splash Damage
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Can damage friendly units
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Shockwave size is directly related to the charge level
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ie: a charge fired at 75% will have a shockwave radius limited to 75% of it’s potential
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Damage is greatest at the epicenter of the impact
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Damage falls off sharply the further from the epicenter of the
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Pushes players hit by it’s bursts
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Players are pushed away from the epicenter of the shockwave
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Players hit directly by the Impact Rifle are pushed with 100% force
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Shockwave will radiate out from the player
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Can be utilized in areas with deadly falls, to push enemy players off ledges.
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Possible Fiction: based upon UNSC tech, originally designed to “peacefully” quell the uprisings on the Outer Colonies.
EMP Grenade
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Temporarily disables electronic devices (deployables or vehicles) and scrambles HUD of effected player (temporarily disabled radar, markers, etc)
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Could also temporarily stun Prometheans, Sentinels or other robotic enemies
Equipment
Energy Field
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Deployable device which recharges the armor abilities of friendly units within range
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Recharges armor ability by 5% per second
Nullifier
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Deployable device which prohibits the use of armor abilites while within field
Gravity Field
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Deployable device which reduces the movement speed of all enemy players that enter it by 33%
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Great to use when retreating from dangerous encounters or when escaping with a flag in CTF
Vehicles
Hammerhead
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UNSC Equivelent to the Ghost
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Focuses on getting Splatter kills
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Few things in Halo are as satisfying as getting Splatter kills, and that's what this machine is all about.
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Frontend of vehicle is HEAVILY armored, sides and back leave driver exposed
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2 man
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1 Driver
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1 Passenger, similar to Mongoose
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Passenger may shoot their weapons while riding unless they are carrying an object such as a flag
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No onboard weapons
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Players are encouraged to attempt to get splatters, or pick up a passenger to provide firepower.
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Able to spin wheels, to charge, and then release for a boost, covering long distances very quickly
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Charge
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Vehicle may spin wheels for up to 3 seconds to reach max charge by holding gas and break at the same time, releasing break to boost
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Large real wheels "burn rubber" while doing this
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If brake is released before max charge is reached, speed and duration of boost will be decreased
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High top speed while boosting, but turning radius is limited
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Wasp
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UNSC Arial Team Based Vehicle
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Like an Airborn Warthog, this vehicle is flown by one player, with a gunner manning a turret suspended below.
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2 man
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1 Pilot
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1 Gunner
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PILOT
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Controls similar to the Hornet/Falcon
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Pilot has no offensive weapons at their disposal, instead they must rely on a gunner.
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Teamwork and communication between the Pilot and Gunner is important to effectively use the Wasp.
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Unlike the Falcon, which proved somewhat difficult for a pilot to focus on lining up targets for gunners on either side of the vehicle, Wasp pilots only need worry about a single gunner, which whom they share a similar perspective of the battlefield, making it easier to help the gunner line up shots
PASSENGER
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Turret can turn 360* on it’s horizontal axis
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Turret can turn 120* on it’s vertical axis
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Turret should somewhat resemble a “stinger”
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This is where the WASP derives it’s name
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May come in multiple varieties
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Chain Gun Wasp
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Basically the same weapon as a standard M12 Warthog FAV
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Rocket Wasp
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High powerful Ballistic Rockets
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Loaded up one at a time, Slow but extremely powerful
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