Rocket Jousting Mod
I had an idea for UT/Quake3 mod a few days ago - here are the rules.
1) All players spawn on hoverboard that allow them to total freedom of movement in all directions. Every player is armed with a rocket launcher that has infinite ammo. Other weapons are not allowed in Rocket Jousting.
2) Since the hoverboard float in mid-air, players cannot stop on a dime, but must either coast to a stop, or apply force in the opposite direction they are moving (via the hoverboard).
3) A frag occurs whenever one player manages to *directly* hit another player with a rocket. Splash damage doesn''t count.
Anyway, I was hoping to get some feed back about this idea. Has it been done already? Would it be fun? Are there any other rules that should apply?
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I did play a level a few times that was similar in UT2003, you could go pretty much everywhere but there were gravity wells positioned around the board so it was very hard to stay still unless you happened to land on something. It was one of the worst boards I have ever played.
So, personally, no gravity combined with direct hits only from a rocket launcher, I probably wouldn’t play.
Some things that might make it fun.....
When you fire a rocket you are pushed a little in the opposite direction.
Limited rockets. Otherwise why would you ever take your finger off the trigger.
big fans, lasers, etc that you could potentially push other players into via splash damage from rockets.
So, personally, no gravity combined with direct hits only from a rocket launcher, I probably wouldn’t play.
Some things that might make it fun.....
When you fire a rocket you are pushed a little in the opposite direction.
Limited rockets. Otherwise why would you ever take your finger off the trigger.
big fans, lasers, etc that you could potentially push other players into via splash damage from rockets.
KarsQ: What do you get if you cross a tsetse fly with a mountain climber?A: Nothing. You can't cross a vector with a scalar.
Hmmm, the slidey controls, the requirement for a direct hit, and the pre-emptive nature of a rocket launcher would probably leave the player feeling luck plays a large part. Never good. Perhaps you could make the rockets operate in a similar manner to satchel charges, primary fire launches them yet secondary will detonate them. That would add a little more variety and take a little of the luck out of it. On top of that, the splash damage could then push players away from the explosion, in some cases, into traps or scenery. In fact, played on a 2d plane like dodgems this could be mildly amusing.
homing missiles >
like in UT, locking the missiles would take a while (or else it would be too powerful). They should be sluggish too so players can avoid them.
like in UT, locking the missiles would take a while (or else it would be too powerful). They should be sluggish too so players can avoid them.
Just because there is only one weapon does not mean it can''t have other uses... maybe you can use it to shove another player off their hoverboard by moving at them really fast. Also, rockets should cause splash damage, but all it will do is push anyboby in range away. You could also use this to quickly change direction (shoot at wall).
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