PREY WEAPON IDEAS

Weapons

From George: I really don't care what is kept from here or not. The critical things are the story/plot, Medicine Cord and Tommy. This is provided for reference only.

Ranged weapons

Note: these are rough weapon designs aimed at getting us started—once we get things rolling in implementing the actual weapons, we’ll work out the exact design such as points of damage, range, blast effect, reload speed, etc.

Note 2: with the exceptions of the "earthly bullets" and the boomerang gun, all of the weapons will use one of the three types of general ammo: battery, projectile, energy slug

> Colt peacekeeper (Earth) - Tommy’s mundane Earth weapon is a long-barreled version of the 1880s Colt Peacemaker revolver (see the Arms and Armor Eyewitness book for a detailed photo). This is a six shot revolver with a rotating barrel. The metal is old and patinaed. Tommy will hold it in his right hand.

> Fire Mode 1: | Basic firing
> Fire Mode 2: | Fast firing with 2nd hand
> Fire mode 3: | ?
> Ammo type: | Bullets

> Notes:

> The gun holds 6 shots. The gun will reload automatically after the 6th shot is fired.

> There is a slight delay before a projectile hits the target, but there is no projectile that is rendered.

> When fired, there will be a slight spark at the hammer location and a significant flash at the end of the barrel. The hammer will snap back for each bullet shot.

> For reloading, the gun will snap to the right and the loading barrel will roll out. Tommy will point the gun up slightly, dumping the old shells (will we see this?). His left had will move in and slam against the loading barrel, simulating the loading of all six bullets at once. Tommy will snap the gun upright and the loading barrel will snap back in place. This should take less than three seconds.

> When the gun misfires, a hiss of smoke will come out of the barrel.

> When the ammo explodes during a major misfire, there will be a major explosion which obscures the gun for a second.

> Fire mode 2—Tommy’s left hand slams against the hammer for each shot.

> Wave gun (Humanoid) - Rifle that shoots out a wavy energy beam that instantly hits it target (hitscan). Looks very "retro-cyber" with a capactiance chamber that looks like the canopy of an ME-109 with rivets like an old diver’s helmet. Like it made out of copper/bronze/brass with lots of green patina-ing at the energy points

> Fire Mode 1: | Fires a thin, vertical wave that hits target and then quickly fades from the barrel towards the hit point.
> Fire Mode 2: | Fires a wide wavy horizontal beam that only has about a 12 foot range, then it fades out.
> Fire mode 3: |
> Ammo type: | Battery
> Notes: | Visuals could be great for an energy hitscan weapon, since most other hitscan weapons shoot bullets. Semi-weak weapon? When Tommy gets this early in the game (on Earth), it’s an old version of the weapon that only has fire mode 1.

> X-5 (Humanoid) - A 5 barrel weapon that shoots out magnetically accelerated spikes. In mode 1, barrels come together and turn it into a rapid fire weapon, but the barrel is static and shots make a spiral pattern. In mode 2, the barrels open (like a flower) and fire a single, powerful blast (looks like a ring).

> Fire Mode 1: | Barrels come together and turn it into a rapid fire weapon, but the barrel is static and shots make a spiral pattern
> Fire Mode 2: | 5 barrels spread out from gun that shoots spiral spikes that forms ring, but it has shorter range
> Fire mode 3: | Tripod comes out, stands up, barrels open like a flower and it spins, fireing off in all directions
> Ammo type: | Projectile

> Arctic Cannon (Humanoid) - A very retro, beat up and modified weapon that can either simply freeze opbjects (and cause damage) or spooge out ice crystals to block a corridor, etc.

> Fire Mode 1: | Freezing steam shoots out about 25 feet and inflicts pain while temp stopping enemies and weapons-also can make icy paths on the ground to cause people to slide.
> Fire Mode 2: | Generates poly ice to seal off hallway, make a temp wall, etc. (make the real polys shatter when the ice's hp's are gone)
> Fire mode 3: | Defensive spherical blast that freezes any incoming shells and stops them, plus it makes a temp ice hemisphere around you to protect you until hp are gone
> Ammo type: | Energy slug

> Sonic Disruptor (Insectiod) - Fire mode 1 is like an airfist and fire mode 2 is a sonic wave that disrupts and temporaily deafens the eneimes.

> Fire Mode 1: | concussion attacks (ala Airfirst)

> Fire Mode 2:

> Soundwave (lee's idea):

> Intended for a single use, the Sonic Boom is a "stun" weapon, rather than a "kill" weapon. When used, the device basically causes the victims to suffer a temporary hearing loss. The user suffers no such loss, since earplugs are part of the weapon – all the user hears is a big, long, muffled boom.

> When used in single player mode, the characters affected (i.e., those who have hearing organs) would clasp their hands/whatever around their ears/whatever, stumble around in pain for a few seconds, and then continue for a period of time (say, 2 or 3 minutes) at less than 100% efficiency. Any sound triggers the player trips should either be negated or decreased in impact on the player. If the game includes characters without ears (e.g., infrared or smell seeking creatures), then the weapon would not affect these characters.

> When used in deathmatch mode, the affected players should hear a mind-shattering explosion and should be knocked back a bit. Animation involving ear-covering might be a good idea, as with the creatures in the previous paragraph. After this, all sounds heard by the affected players should be muffled (perhaps with a 1000-2000Hz lowpass filter), and optionally further distorted by a ringing noise, similar to tinnitus. These effects would last 2 to 3 minutes per player, or until the player was killed and respawned.

> Optional environmental effects of the weapon would include glass shattering, loose boulders or other loose items being knocked out of place and falling, metal denting, destruction of crystals (again, by shattering), and cave-ins of unstable areas. Also, in single player mode, characters outside the damage radius might be alerted to the player’s presence (multi-player deathmatches might require something similar).

> Damage radius would have to be large, but could be confined by walls, ceilings, or corridors with lots of turns. Use of the weapon in outside areas would cause a more or less spherical damage radius, while inside areas would need some sort of quick acoustic calculation to determine the radius.

> Fire mode 3: | makes a shockwave that rips your skin off and projects it onto a wall, leaving bones and guts (destroys the weapin?)
> Ammo type: | Battery

> Stinger (Insectoid) - This is a pistol that shoots out poison darts (think of it as shooting out wasp stingers)--damage takes place over time.

> Fire Mode 1: | Stinger dart that delivers serious damage, but that damage is inflicted over an amount of time (say, 2 points of damage per second, each dart does total of 20).
> Fire Mode 2: | Dart that will slow enemies movement. (jump/run,etc) -plus causes awesome and wicked deaths

> Pod launcher (Insectoid) - Sling shot type weapon that fires organic pods

> Fire Mode 1: | pods hit target and tentacles lash out, tearing into it
> Fire Mode 2: | pods burrow into target and then small "worms" eat from the inside out of the host and then surface from skin and fall to ground
> Fire mode 3: |
> Ammo type: | Energy slug

> Warp canon (Saurian) - Rifle that "warps" in its ammo into a chamber, then pushes it through a "charging" chamber where it powers up the ammo and shoots it out barrel.

> Boomerang gun (Saurian) - ???

Melee Weapons

Can swing weapons left to right, or right to left via the mouse buttons.

> Chainsaw (Earth) - You basic chainsaw

> Notes: | When you select this weapon, it’s not running—you have to tap one of the fire keys to getting it going—there’s a 20% chance each time that it won’t start and a 4% chance that it will die with each slash

> Crowbar (Earth) - Your basic crowbar

> Carraige bolt (Humanoid) - A huge carraige bolt that Tommy finds as soon as he escapes the prison--used for bashing until he gets a real weapon.

> Cyber Vamp Spear (Humanoid) - CVamp spear that works as a spear and as an energy draining weapon

> Bladed Weapon (Saurian) - ???