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- The map would involve a 2048x2048x4 baseplate located at the bottom of the map just below the last terrain voxel layer(which on this case is 1, not 0), with an onTouched event which would remove non-terrain objects, and a 512x512x32 voxel underground layer consisting mostly of Granite, with randomly-scattered traces of Iron, Gold, Aluminum(increasing in concentration near the bottom) and Gravel(located primarily near the top, in larger numbers). the 32-to-48 voxel height layer would consist mainly of Grass and Sand for terrain, with 2 side areas made out of Red or Blue Plastic, controlled by the corresponding team, with some randomly-generated trees along the map.
- The Objective consists of stealing as much of the other team's plastic as possible, while keeping your team's plastic safe from attackers. to aid in that, resource gathering is needed in order to build defensive and offensive structures.
- Wood will be used to produce handheld weapons and also as fuel. it can also can be artificially produced by a specialized facility on mid to late-game where there are pretty much no trees avaiable(or not? maybe some pseudorandom-based regen script should do the trick).
- Leaves(probably a simple anchored 4x4x4 brick) are used as electricity harvesting materials by collecting energy from the sun, and should produce energy only during the day(with wood giving the power needs for the night).
- Dirt is the second most abundant resource on the map(first one is granite, and can be artificially created by crushing Granite and Sand together. its mainly used to produce Concrete.
- Concrete can be made by mixing Stone, Gravel(in small aumounts), Grass and Sand, and is used to create and repair facilities which enable production of
- vehicles, weapons and defensive gun emplacements.
- Cinder blocks are given to players on spawn or collection when a cinder block production plant is built. they're both used as an inexpensive building material which enables players to create bunkers, and as ammunition for vehicle-mounted or stationary weapons, on varying ratios depending of the weapon's destructive power.
- Iron is used for building handheld/low-caliber weapon ammunition and fragmentation-based explosive weapon casings(ex: grenades). 1 block should provide about 500 handheld weapon bullets, with the number decreasing as the caliber increases.
- Aluminum is used to build vehicle structures and moving parts on production facilities. i'm not sure of which ratios should be used though.
- Asphalt is the game's explosive of choice, but most of it is artificially produced as it tends to explode when attempting to be collected by mining vehicles(can still be collected through handheld drills though). it's used in all things that create explosions. i'm not sure of what should be needed to produce it at this time though.
- Sand is used along with gravel and grass to produce Concrete, and can be melted to produce Glass and Electronic circuits(which are used to create sophisticated late-game equipment, like ballistic computers and some energy-based weapons.
- The opposite team's plastic is used as the manpower required to produce buildings and also as materials required to produce things like radars , and can be achieved by 3 methods, from the most to the least abundant:
- 1-Collecting it from the enemy team's base
- 2-Collecting it from enemy team vehicle debris
- 3-Collecting it from killed enemies(not sure how to avoid them to disappear too soon)
- Land Vehicles: relatively cheap to get in the game, all of them(except for Skateboards and Motorbikes(and mining vehicles, which are Extractor-Class-only, and can't get licensed)) need a piloting license specific for that vehicle(free for some classes, but can be purchased for others with a one-time, data-persistence plastic-based purchase for other classes)
- Skateboard
- Extremely cheap to produce and the most useful vehicle in early-game, skateboards allow players to move faster across the map than on foot.
- Motorbike:
- Extremely fast but prone to falling over when moving on rough terrain at high speeds. Skilled pilots can shoot weapons while driving them, but their recoil(probably a short , high intensity BodyThrust facing opposite to LookVector) can easily get the bike to fall.
- their drivers have virtually no protection at all from battlefield hazards, and can be easily shot at.
- Jeep[Engineer, Supressor, Assault]
- while not as fast as motorbikes, they can tackle well relatively rough terrain but roll over when on heavily lopsided terrain. its basic version has three seats, with more advanced ones being able to carry asphalt jerry cans and a machine gun on the rear seat. they provide basic protection to the driver and the passenger, but not as much to the tailgunner. the windshield is still vulnerable to enemy sniper rifles though.
- Mining Vehicle[Extractor-only]
- Specialized in harvesting resources. it can dig materials within a 3x3x2 voxel cone in every direction but upwards by using a drill, at the same speed an Extractor's drill can dig through materials on a single direction in a 2x1 shape, but can't mine asphalt at all, and makes it to explode should it try to do so, usually blowing up the vehicle. it can also climb up mineshafts with a jet engine. improved versions feature a slightly faster mining rate and more cargo space.
- Transport[Engineer, Extractor]
- featuring two side-mounted machineguns, the transport is able to transport up to 4 passengers. it features a container which enables Extractors to stay on the battlefield without having to waste time by returning the resources to base, which can be collected. improved versions have more storage space.
- AA Vehicle[Engineer, Assault]: outfitted with a 'Jitterbox' Rotary Autocannon, it burns through ammo extremely fast because of its fast firing rate(but is relatively cheap to resupply, altough requires it to return to base), which forces it to be on a defensive role mainly against fast targets, where its spread and fire rate can be put to better use. The basic version will have a driver seat and a gunner seat, with mouse-aiming. more advanced versions will include friend identification tagging and gyro gunsights for the gunner.
- Flak Vehicle[Engineer]: a heavily modified Transport chassis carrying a slow-firing flak cannon firing slow proximity-fused ammunition. it's slow projectile velocity makes it to be more suited for hunting slower or distracted targets. Its lower firing rate makes its ammo to last much longer, which makes it more suited for longer skirmishes. improvements increase projectile velocity.
- RamDrill[Extractor, Engineer]
- digs through 1x2 tunnels extremely fast, but can only dig sideways . it has difficulties on turning while digging tunnels, requiring a person to clear an area near it beforehand. it can't dig through stone and plastic(but its still able to kill enemy players and collect their plastic), making the usage of mining vehicles or Extractors necessary. its long drill also works as a semi-offensife ramming weapon, where a collision with a high enough velocity on an enemy vehicle is usually strong enough to shear the hit part off of it. it can disable vehicles by drilling through their wheels. miners don't need a licence to drive this one.
- Light tank[Engineer, Assault]
- Mostly an anti-infantry tank, it has two seats. the driver is intentionally over-tasked on this one, as it has to drive, shift gears(the only thing i found out that makes heavy vehicles to have a fitting acceleration curve while being able to climb hills), control its turret with the keyboard(possibly UHJK) , fire a notoriously inaccurate gun, and keep an eye on sensors at the same time(due to its design it won't be possible to use the third person camera, INTENTIONALLY). outsiders can also man a machinegun mounted on the hull with a limited fire arc,while having to keep their heads outside of the vehicle. skilled drivers will pilot the vehicle well enough to take out heavy tanks by hiding until they can get close enough to get their gun to be effective, and circling around them. upgrades improve motor torque.
- Heavy tank[Engineer/Assault as driver, anything but miner for turret]
- featuring a high-velocity slow firing cannon, it's much easier to drive, as the driver is focused only on... driving, duh!, while the gunner is dedicated to man the turret. instead of extreme aumounts of sensors, the driver will only have to worry with motor RPM and its current gear, while the gunner has to worry with making sure the driver stops so his accuracy isn't foiled.
- Artillery[Engineer]
- Firing even slower than the Flak Cannon, the Artilery can hit about half-map easily. blast radius slightly smaller than the timebomb, loadable on the field using cinder blocks and asphalt.
- Aerial Vehicles: Only Supressor and Assault classes can drive them. Engineers can get a one-time data-persistent license with Plastic. Unlike most other planes out there, driving these will be more of skill-based. requiring the keyboard(NOT the mouse) to pilot them, through elevators, ailerons and rudders.
- Scout Plane
- fitted with a limited aumount of rockets and a single, gravity/inertia-guided, infuriatingly hard-to-aim bomb, with a blast radius slightly larger than a timebomb; its strength relies on speed(being the fastest vehicle in the game) rather than raw damage or agility.
- the rockets usually carve a 1.5x1.5x1 hole on the terrain(basically a 1x1x1 hole with sloped walls on the other sides) on the terrain, and break vehicle welds while not being a significant threat to foot soldiers and the bombs will probably have the same blast radius and effect as Dynamite, being inertial-guided and hard to aim because of that, but pretty much destroying any vehicle/player unlucky enough to be hit by one. upgrades increase rocket capacity(probably from 8 to 14 at max)
- Fighter
- Extremely nimble. features a revolver cannon which while not particularly powerful, can take down a plane after a couple of hits. and shear off well-targeted control surfaces. it also has an afterburner, allowing its velocity to roughly match that of a scout plane, even though for short time periods only. skilled piloting/aiming skills can get it to be a threat to some vehicles. improvements increase afterburner duration and radar range.
- Heavy Fighter
- Slower and more sluggish than its lighter cousin, the heavy fighter trades nimbleness and fire rate for more firepower. it mounts a dual-feed grenade machinegun, firing either High-explosive or fragmentation grenades. high-explosive grenades create about the same crater as scout plane rockets. Fragmentation grenades, on the other hand, while not sufficiently powerful enough to dent through terrain and most armor, can deal damage to unprotected soldiers on a much larger radius, making this one a larger threat for land-based vehicles. upgrades improve the firerate.
- Bomber
- it can carry up to 16 bombs at a given time, while being even slower than the heavy fighter. it's pretty much the only vehicle able to significantly damage enemy buildings quickly. it shouldn't get through the base's defenses without getting them previously destroyed though.
- Buildings:
- Silo: used to store resources, duh! improvements increase capacity.
- Thermoelectric Generator: Generates energy during night time, while using up Lumber/Wood planks. can also be used during daytime as a backup generator, triggered when the Power Plant can't provide enough energy, either because of damage, insufficient power output or not being researched yet. using Planks as fuel increases efficiency when compared to lumber.
- LumberMill: Converts lumber into planks at the expense of Energy. upgrades increase production speed
- Workshop: Enables production of weapons and vehicles using Wood. upgrades slightly reduce wood cost, increase production speed and eventually improve production methods, resulting in more powerful early-tier items(for instance sharpening wood swords, improving slingshot firing speed(won't be as fast as the brickbattle version though) or enabling production of more sophisticated wood mechanisms, like Crossbows, ballistas and some firearms).
- Ore Refinery: breaks down Gravel blocks slowly, producing Stones(used as low-tier ammo and one of the concrete's components) and traces of other minerals. can be upgraded to produce faster.
- Crusher: Converts Granite Blocks on large aumounts of gravel and asphalt on asphalt powder using large aumounts of energy.. non-upgradeable?
- Concrete Factory: Produces Concrete from Stones and Dirt. Vital for enabling production and mainteance of further buildings. upgrading it allows production of Cinder Blocks, used for player-built emplacements.
- Smelting Furnace: Spends Energy(quite a bit, probably requiring an upgrade or two to the generator) to produce Ingots from Gold/Iron/Aluminum. and Glass from sand. upgrades increase production speed.
- Forgery: Enables production of weapons and ammo using metals. upgrades improve the quality of items(sharpening swords, improving musket ball velocity and damage and such). and enable the production of new items.
- Weapons Factory: Responsible for producing weapons from technologies obtained from other buildings.
- Vehicle Factory: Responsible for producing vehicles(not the guns in them though) and researches new ones in a similar manner to the Battle Lab.
- Battle Lab: non-upgradeable. enables players to spend resources on researching new technologies which are vital to produce higher tier weapons and buildings. not sure of which pattern should be used to name them.
- Power Plant: Generates Energy for the daytime and doesn't work at night. The name pun was intended, and as such it's basically an "optimized tree". can be upgraded to provide more power.
- Explosives Center: fills explosive casings with asphalt powder and then seals them. Responsible for producing all ammo containing asphalt powder in it, and some detonators.
- Electronics Center: Enables production of electronic circuits, used on high-tier mechanisms, by mixing Sand and Gold.
- Shield Generator: protects all buildings from attacks(except the generator itself) through a forcefield, but requires HUGE aumounts of energy to operate.
- Weapons Center: Researches and Enables the production of both high-tech weapons and non-deployable weapons used on Vehicles/Stationary Structures, in a manner similar to the Battle Lab, but with the difference that it requires to stay operational to do these.
- :
- Stationary Emplacents:
- Flak Cannon[All Classes]: stops most if not all bombers with flak shells and automated targeting devices. doesn't require a lot of energy to operate.
- Autoloading Cannon[Engineer/Assault]: Manned, somewhat inaccurate, but able to stop enemy vehicles before they can close in. can't be fired continuously because it needs to be loaded with Cinder Blocks/Asphalt powder.
- Heavy Machinegun[All Classes]: slightly more accurate than the autocannon, but fires much faster, to the point on which its spray can be useful against infantry. Extremely prone to overheating and jamming, to the point where it needs to be fired in bursts.
- Deployables:
- items which can be deployed by players on the battlefield, in a way similar to Welcome to ROBLOX Building's preview mode, but being only able place one of them. all of them take up a 4x4x4 space, but can be manned by players.
- Light machinegun[Engineer, Assault]: deploys a mannable machinegun with a 135 degree fire arc with limited ammo and a small shield.
- Ore Container[Engineer, Extractor]: Deploys a storage container block able to store ores for later retrieval. both sides can take what there's in it though.
- Anti-Vehicle mine[Engineer, Supressor]: Camouflages its top surface to mimic the terrain block below it and explodes when a vehicle wheel moves above it.
- Anti-personnel mine[Supressor]: Claymore-looking. Detonated by an adjustable range, built-in(but not foolproof) laser detector. Spreads shrapnel in a 90 degree arc, being powerful enough to kill players 2 voxels away from it and heavily damage more distant players, while barely scratching vehicles.
- Mortar[Assault]: Adjustable range and distance through a click-based UI. direct hits can kill vehicles, and non-direct hits, while not hurting vehicles, can kill infantry in a decent range. needs a couple of blocks on its general direction clear for shell path
- Cinder Blocks[All]: pack with 15 of them(20 for engineers), avaiable for all classes as soon as the team can produce cinder blocks. decent bunker-making tool. can also be used to resupply vehicles.
- Asphalt Powder[Engineer]: pack with 4 of them. used to resupply larger vehicles. probably the entire slot will be good enough for 32 flak/heavy tank rounds or 16 Artillery rounds.
- R-80 Stick[Extractor]: Blows up a nice hole on the terrain while dropping collectable debris (other explosion sources won't drop the materials) from the explosion radius.
- Portable Spawnpoint[Engineer]: Spawnpoint with a killable static humanoid morph with a rather elevated hp. reduces forcefield duration when attacked, slowly regens over time, and deletes itself after an explosion on death. also needs a 4x7x4 space above it clear.
- MedKit[All Classes]: drops one of them on the ground, which can be collected by anyone and heals some health instantly.
- Classes:
- Supressor:
- Specialized in Point-elimination. fastest moving class at 20 studs/s, while having only 80 max health. 1 deployable slot. 15 Block max backpack.
- Uses Daggers, [Pistols, Potions], [Blowguns, Rifles, and Coilguns].--basically only one of those at a time because of slot restrictions
- Suited for killing targets at either very short or either very long ranges.
- Bad at killing groups and after it's been detected.
- Assault:
- Specialized in Tanking. Slowest class at 12 studs/s. 1 deployable slot. 20 Block max backpack
- Uses Swords, Pistols, [Assault Rifles, Battle Rifles] and [Grenades, Rocket Launchers].
- Suited for mid range combat and Turtling warfaare. Can drive some vehicles, but not all of them.
- Bad at extended periods of combat because of reload times.
- Extractor:
- Specialized on resource collection and destroying structures. 16 studs/s speed. 3 deployable slots. 150 Block max backpack.
- Uses Drills, [Pistols, Machine Pistols, SMGs], and Explosives.
- Suited for resource sapping.
- Bad at anything but self-defense.
- Engineer:
- Specialized on building structures and keeping the war machine operational. 18 studs/s speed. 2 deployable slots. 50 Block Max backpack.
- Uses [Daggers, Shovels], Pistols, [SMGs, Shotguns].
- Suited for both support and group rush tactics.
- Bad when being alone.
- Weapons:
- [Melee]: they're melee, duh! group made primarily for badges?
- Dagger: short melee range, doubles damage on backstabbing. quick cooldown.
- Shovel: range between daggers and swords, with the bonus of collecting blocks when holding it for a full second.
- Sword: somewhat long range. double damage on Lunges(which will consist of holding the mouse for half second instead of double clicking.)
- Drill: longest range of all melee weapons. lacks damage, but makes up for it with its continuous damage and extremely fast resource extraction.
- [Potions]:
- Dash potion: doubles move speed for some time.
- Cloaking potion: makes your character invisible(but not invincible) for a short aumount of time. face and weapons are still visible though.
- totallyoutofideasforotherones.
- [Pistols]: fast-killing but inaccurate weapons.
- Slingshot: slow firing rate and low damage. uses Stones as ammo.
- Flintlock: EXTREMELY SLOW reload, with extremely high damage. kills on headshots, and heavily damages the player on other areas of the body.
- Wonder-9: High magazine capacity, decent accuracy and manageable recoil, at the penalty of low damage. kills on headshots
- Condor: Somewhat short magazine capacity, somewhat slow firing rate and high recoil, but hits harder. kills on headshots.
- [Machine Pistols] Automatic pistols. share the damage and accuracy with the pistol class, but feature longer magazines.
- Contra: 20 round magazine, but low damage. accurate in short bursts.
- Scorpio:10 round magazine, high damage, inaccurate.
- [SMGs]:longer magazine, even lower damage, but accurate enough to fare well at longer ranges.
- Whisper: 40 round magazine, draining itself extremely fast.
- Templar: 25 round magazine, firing slower but harder.
- Blowguns: better materials improve velocity.
- Grog dart: halves move speed, adds random hit direction indicators.
- Poison dart:decreases HP to 1, but regens it back to usual after some seconds
- Stun dart: freezes the player still for several seconds.
- [Battle Rifles]: extremely accurate and semiautomatic, but with a hard-to-control recoil. kills players with several hits, but require godly aim to do so. can penetrate glass, but lose most of their energy in the process.
- Barracuda:20 round magazine, moderate-to-high damage.
- Anaconda: 15 round magazine, high damage, extremely high recoil.
- [Assault Rifles]: automatic, with accuracy loss and similar recoil to that of battle rifles, to the point where most players will end up firing in short bursts.
- Viper:30 round magazine, extremely accurate but hard to control.
- Onyx: 30 round magazine, less accurate but with a more forgivable recoil.
- [Rifles]: extremely accurate, with extremely high damage, but long refire rate. its bullets ignore glass like if it wasn't there.
- Talon: 10 round magazine, somewhat fast for a rifle, kills on headshots
- Nemesis: 5 round magazine, slow, kills on head and somewhat straight torso shot(probably comparing hit angle to normal(but how to obtain the normal? LookVector won't work on all cases...)).
- [Shotguns]: somewhat close range action.
- Blunderbuss: single shot, can do multiple onehitkills. extremely slow reload.
- Kaput: quad-barrel shotgun. semi-auto with slow reload.
- Grasshopper: 5+1 round capacity, pump-action requiring to press R to pump. holding it reloads the tube.
- Locust: 6 round built-in rotary magazine with a slower reload process. the energy needed to rotate the magazine sacrifices some of the damage.
- [Grenades]:hurled at about 200 studs, with decent blast damage.
- Frag grenade: 2-pack, 6 second fuse. deals A LOT of damage, but can't hit enemies behind something.
- Concussion grenade: 3-pack, 3 second fuse. somewhat low damage, compensated by being able to get unlucky players caught on its compressed air blast to fall down and get pushed away from it.
- Smoke grenade: 2-pack, 3-second fuse. creates a single large puff of smoke that lasts for about 30 seconds.
- Gas grenade: 1-pack, 3-second fuse. the toxin hurts players near it over time and grogs them down. hovewer, it lasts for a shorter time, and affects a slightly smaller area.
- [Rocket Launchers]: designed for anti-armor purposes, deals no damage but breaks joints near it.
- better materials improve rocket speed.
- [Explosives]: heavier explosives able to create craters on the terrain.
- Mini R-80: small stick of R-80, can be rolled down.
- Fuse Bomb: small version of the fuse bomb. can also be rolled down, but on all directions.
- Satchel Charges: takes 3 seconds to deploy on a short range(i think 10 studs max). Welds itself to its target, and explodes when detonated through a radio transmitter.
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