Akimbo Excessive Overkill or "AkEO"
Unless otherwise mentioned, the game mechanics should be assumed to be based on Excessive Overkill for UT99. The main divergence is the dual wielding of two unique weapon classes.
Currently, UT4 has 11 weapons with two firing modes each. The Ripper (not counted in the 11) exists as a community prototype but probably won't make it into the game. I think it's important for an EO-type gametype to keep the vanilla UT weapons and make them excessive without adding whole new weapons (we can leave that to ChaosUT4). But AkEO goes even a little more excessive and allows each player to dual wield an offensive weapon in their right hand and a movement weapon in their left hand. The offensive weapons will be familiar to UT players and each will have two firing modes. The movement weapons will only have one mode each.
Right Hand (Offensive Weapons)
1) Enforcer
2) Bio Rifle
3) Shock Rifle
4) Link Gun
5) Stinger Minigun
6) Flak Cannon
7) Rocket Launcher
8) Sniper Rifle
9) Redeemer
There is not much to be said about these weapons. AkEO is to take Epic's version from UT4 and make them excessive overkill in the traditional EO fashion. The only thing I'd like to add is a toggle in the options to determine whether these weapons are to have self-damage. Since they are not designed for movement, in order to minimize spamming, it may make sense to diverge from classic EO into the popular among some half-EO realm with self damage on.
Left Hand (Movement Weapons)
1) Translocator
2) Momentum Hammer
3) Rocket Jumper
4) Rip Rider
More needs to be said for these movement weapons. UT's claim to fame has always been dual firing modes. As I don't think we want to force players to make 2 more firing binds I'm limiting these movement weapons to one firing mode each but players will need to make one movement weapon bind.
Because there is only one bind that must operate the translocator, its mechanics must change. It will be press to fire, release to translocate. It would be nice to be able recall the puck (or cancel the translocate if the puck is damage) but that would have to be linked to the throw weapon bind or something.
The Momentum Hammer would use the vanilla UT Impact Hammer's model and secondary fire. It would serve two purposes. The first, similar to its use in UT would be a defensive burst of shield that could block incoming projectiles. The second would provide a little burst of momentum adjustment. If you are standing on the ground, the user of the weapon would not have their momentum adjusted rather it would gives other players/projectiles/objects a little bump. However, if you are in the air (say mid rocket jump), you could course correct a little to the left by switching to the Momentum Hammer, looking to the right and firing. Also, if you are coming in too hot towards the ground you could look down and fire it just before you hit the ground to slow your momentum down a little bit and decrease the damage you take from the fall.
The Rocket Jumper needs no explanation. Hold down the button to charge up rockets and release when you have the force jump required. It'll be a little different from traditional EO in that enemies nearby your launch won't die but rather would be launched off in their own direction. There doesn't really need to be actual rocket projectiles, just an explosion from the muzzle of the gun.
The Rip Rider will require a new bind. It can use the prototype Ripper model. The discs might be better modeled as discs of energy as opposed to physical ripper blades that fizzle out after five feet for so. But it's movement should be similar to the Ripper secondary in EO. Sort of buzzing you along the floor or walls with a faster rate of fire.
I may add to this later but wanted to get the main framework down. Feel free to comment.
Unless otherwise mentioned, the game mechanics should be assumed to be based on Excessive Overkill for UT99. The main divergence is the dual wielding of two unique weapon classes.
Currently, UT4 has 11 weapons with two firing modes each. The Ripper (not counted in the 11) exists as a community prototype but probably won't make it into the game. I think it's important for an EO-type gametype to keep the vanilla UT weapons and make them excessive without adding whole new weapons (we can leave that to ChaosUT4). But AkEO goes even a little more excessive and allows each player to dual wield an offensive weapon in their right hand and a movement weapon in their left hand. The offensive weapons will be familiar to UT players and each will have two firing modes. The movement weapons will only have one mode each.
Right Hand (Offensive Weapons)
1) Enforcer
2) Bio Rifle
3) Shock Rifle
4) Link Gun
5) Stinger Minigun
6) Flak Cannon
7) Rocket Launcher
8) Sniper Rifle
9) Redeemer
There is not much to be said about these weapons. AkEO is to take Epic's version from UT4 and make them excessive overkill in the traditional EO fashion. The only thing I'd like to add is a toggle in the options to determine whether these weapons are to have self-damage. Since they are not designed for movement, in order to minimize spamming, it may make sense to diverge from classic EO into the popular among some half-EO realm with self damage on.
Left Hand (Movement Weapons)
1) Translocator
2) Momentum Hammer
3) Rocket Jumper
4) Rip Rider
More needs to be said for these movement weapons. UT's claim to fame has always been dual firing modes. As I don't think we want to force players to make 2 more firing binds I'm limiting these movement weapons to one firing mode each but players will need to make one movement weapon bind.
Because there is only one bind that must operate the translocator, its mechanics must change. It will be press to fire, release to translocate. It would be nice to be able recall the puck (or cancel the translocate if the puck is damage) but that would have to be linked to the throw weapon bind or something.
The Momentum Hammer would use the vanilla UT Impact Hammer's model and secondary fire. It would serve two purposes. The first, similar to its use in UT would be a defensive burst of shield that could block incoming projectiles. The second would provide a little burst of momentum adjustment. If you are standing on the ground, the user of the weapon would not have their momentum adjusted rather it would gives other players/projectiles/objects a little bump. However, if you are in the air (say mid rocket jump), you could course correct a little to the left by switching to the Momentum Hammer, looking to the right and firing. Also, if you are coming in too hot towards the ground you could look down and fire it just before you hit the ground to slow your momentum down a little bit and decrease the damage you take from the fall.
The Rocket Jumper needs no explanation. Hold down the button to charge up rockets and release when you have the force jump required. It'll be a little different from traditional EO in that enemies nearby your launch won't die but rather would be launched off in their own direction. There doesn't really need to be actual rocket projectiles, just an explosion from the muzzle of the gun.
The Rip Rider will require a new bind. It can use the prototype Ripper model. The discs might be better modeled as discs of energy as opposed to physical ripper blades that fizzle out after five feet for so. But it's movement should be similar to the Ripper secondary in EO. Sort of buzzing you along the floor or walls with a faster rate of fire.
I may add to this later but wanted to get the main framework down. Feel free to comment.