I love this idea!
Could be an additional weapon and mappers would place it on CTF maps and such (like the TAG Seeker - not on every map)
Freezing flag carriers or jumping dudes seems soo much fun! That would become as fameous as Laser - a gun that does something more interesting than just harm.
I belive that gun would increase fun from playing a lot
My ideas for this tactical weapon:
I think it should do a little damage (being frozen hurts). The frozen guy should get some damage every second he is frozen - not much say 5hp/sec. That means being frozen for 1 seconds costs 10 hp - like a shot from Laser (or something)
Being frozen could work more complicated way than just Yes/No mechanism.
For example: getting hit with freezing ball means you can't move for 1 sec, then you regain ability to shoot but your jumping height, moving speed and aiming speed (limits mouse speed) is getting back to normal for 3 seconds more from the level of zero.
Getting hit by a freezing burst for every 0.1 second freezes you in 0.2. So 0.5 second is enough to freeze someone completly. But if he will get a 0.2 hit he will be slower: his speed is reduced by 0.4, recovering for 0.4*3 seconds from that.
This would also be a defensive weapon - you can freeze someone trying to kill you!
Numbers I've wrote would certianly need testing and balancing in-game (please don't sue me!)
Could be an additional weapon and mappers would place it on CTF maps and such (like the TAG Seeker - not on every map)
Freezing flag carriers or jumping dudes seems soo much fun! That would become as fameous as Laser - a gun that does something more interesting than just harm.
I belive that gun would increase fun from playing a lot
My ideas for this tactical weapon:
I think it should do a little damage (being frozen hurts). The frozen guy should get some damage every second he is frozen - not much say 5hp/sec. That means being frozen for 1 seconds costs 10 hp - like a shot from Laser (or something)
Being frozen could work more complicated way than just Yes/No mechanism.
For example: getting hit with freezing ball means you can't move for 1 sec, then you regain ability to shoot but your jumping height, moving speed and aiming speed (limits mouse speed) is getting back to normal for 3 seconds more from the level of zero.
Getting hit by a freezing burst for every 0.1 second freezes you in 0.2. So 0.5 second is enough to freeze someone completly. But if he will get a 0.2 hit he will be slower: his speed is reduced by 0.4, recovering for 0.4*3 seconds from that.
This would also be a defensive weapon - you can freeze someone trying to kill you!

Numbers I've wrote would certianly need testing and balancing in-game (please don't sue me!)
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain

