NarnKar wrote:Well, I'll never look at CE's stun beams the same way again. Those
are yellow stun beams.
PPPP
Anyways how do you like the weapons I have made so far? As for sprites, I think I'll stick with recolors/alterations as place holders to keep it simple then go back and see what I want to revise once I get better at making original sprites. Would you like to discuss all of the weapons I have in the works? (about 10) I'd like to get balance feedback and hope my weapons don't overlap existing niches that other weapons mods filled. I really really hope my railguns are fairly original. And I'm pretty sure my "decoy missiles" are.
EDIT: Also I have a few weapon ideas but they are based on a few from another game. Should I mix them in with this, or release them separately as a themed mod?
Heres one of my failed ideas.
Code: Select all
<weaponBlueprint name="LASER_UNCHAINGUN"> <!-- 1 shot 1power-->
<type>LASER</type>
<title>Overclocked Laser</title>
<short>OC L.</short>
<tip>tip_chain_laser</tip>
<desc>This overclocked laser starts out with excellent firepower that decreases over time in battle.</desc>
<tooltip>Nope doesn't work. :( </tooltip>
<damage>1</damage>
<shots>2</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>5</cooldown>
<power>2</power>
<cost>65</cost>
<bp>2</bp>
<rarity>0</rarity>
<image>laser_light1</image>
<boost>
<type>cooldown</type>
<amount>-5</amount>
<count>3</count>
</boost>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>chainlaser</weaponArt>
<iconImage>laser_chain</iconImage>
</weaponBlueprint>