Mmgunboatsdesignguide

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MADMONKEYGUNBOATSONTHE SEASOFFURYIII

Designguide

Tableofcontinents
Boats Generalrules Examples Weapons Guns Explosive ordinance Mines Exoticweapons Powerups Generalrules Powerups

Boats
Boatsshouldfitintooneoffivesizecategories.Thesecategoriesinclude:superheavy,heavy,medium, light,andsuperlight. Noboatshouldhaveforwardatopspeed(beforeanysortofspeedenhancingpowerup)higherthan130 milesperhour.Aboatshouldneverhaveatopspeedlowerthan50milesperhour.Topspeedforany boatafterboostshouldneverexceed180milesperhourReversetopspeedshouldbehalfforwardtop speed. Armorisapercentageofdamagethatistakenoffofeveryattackthatconnects,unlesstheweaponstates otherwise.Armorshouldneverallowmorethan60%ofdamagetobestopped.Thebaselineis40%,and theminimumis20%. Rammingshouldhaveabasedamagebasedonhowmuchaboatweighswithabonustodamagebased onhowfasttherammingboatismoving.Thisdamageshouldbereducedtozeroiftheboatisnotmoving, bereducedby70%iftheboatismovingat10orlessmilesanhour,itshouldbereducedby50percentif theboatismovingat20orlessmilesanhour,andthereshouldbenopenaltyorbonustodamageifthe boatismovingat30to39milesanhour,Finallyforevery10milesperhourover30,addanadditional10% bonusrammingdamage. Baselinehealthforaboatshouldbe50,000witha20%increaseforeverysizecategorythattheboat goesupandatwentypercentdecreaseforeverysizecategorytheboatgoesdownfrombaseline TheTuringradiusforaboatshouldbenolowerthantwentydegreesandnogreaterthansixtydegreesper second. Eachboatshouldhaveaselectionofnolessthanfourweapons.

EXAMPLES
Example Super Heavy Boat Health:70,000 Armor:60% Topspeed(forward):50Mph Topspeed(reverse):25Mph Turningradius:60degrees Rammingdamage:2500 Weapon1:Rotarycannon Weapon2:Burstshotrockets Weapon3:Torpedoes Weapon4:Napalmlauncher

Example Heavy Boat Health:60,000 Armor:50% Topspeed(forward):60Mph Topspeed(reverse):30Mph Turningradius:50degrees Rammingdamage:2000 Weapon1:Rotarycannon Weapon2:Rapidshotrocket Weapon3:Burstshottorpedoes Weapon4:Laser

Example Medium Boat Health:50,000 Armor:40% Topspeed(forward):80Mph Topspeed(reverse):40mph Turningradius:40degrees Rammingdamage:1500 Weapon1:Rotarycannon Weapon2:Rockets Weapon3:Torpedoes Weapon4:Homingshotrockets

Example Light Boat Health:40,000 Armor:30% Topspeed(forward):100Mph Topspeed(reverse):50mph Turningradius:30degrees Rammingdamage:1000 Weapon1:Machinegun Weapon2:Rapidshotrockets Weapon3:Napalmlauncher Weapon4:Rapidshottorpedoes

Example Super Light Boat Health:30,000 Armor:20% Topspeed(forward):130Mph Topspeed(reverse):60Mph Turningradius:20degrees Rammingdamage:500 Weapon1:Machinegun Weapon2:Squirtgun Weapon3:Mines Weapon4:Laser

Weapons
Guns
Machine gun The basic gun it should never run out of ammo, each bullet should do fifteen damage and fire 15 rounds in a second. Every fourth shot should be a tracer round so that players can adjust their aim. Muzzle velocity 890 meters per second 7,600 yd max range Rotary cannon An upgrade to the basic Machine gun it too should never run out of ammo, each shot should do 20 points of damage and it should fire 20 rounds in a second. Every fourth shot should be a tracer round so that players can adjust their aim. Explosive ordinance

Rockets
Rockets, in general should travel in a 30 degree arc to the target that the player is attempting to hit. Rockets should spend about 0.5 seconds traveling to the spot that the player targeted when the player hit the fire button. All rocket explosions should have a radius of three meters. ~ Single shot The basic rocket, it should do 300 points of damage. A single magazine should contain 64 shots. Muzzle velocity 265 feet per second. ~ Rapid shot A rapid fire version of the basic rocket, each shot should do 150 points of damage. The rockets should fire at a Rate of 10 per second. A single magazine should contain 128 shots.

~ Burst shot A burst of three rockets, each one should do 240 points of damage. A single magazine should contain 21 shots ~Homing shot This variation of the standard rocket follows the nearest heat source (excluding the player who fired it) and detonates on impact for 300 points of damage, a single magazine should contain 21 shots. A player should be able to shake off homing rockets; this process should be difficult but not impossible.

Torpedoes
Torpedoes in general should travel in strait line to the target that the player is attempting to hit. Torpedoes should move about twenty percent faster than rockets. All Torpedo explosions should have a radius of two meters.

~Single shot The basic torpedo, it should do 500 points of damage. A single magazine should contain 41 shots. ~ Rapid shot A rapid fire version of the basic torpedo, each shot should do 250 points of damage. The rockets should fire at a Rate of 8 per second. A single magazine should contain 82 shots.

~ Burst shot A burst of three torpedoes, each one should do 400 points of damage. A single magazine should contain 15 shots

~Homing shot This variation of the standard torpedo follows the nearest heat source (excluding the player who fired it) and detonates on impact for 500 points of damage, a single magazine should

contain 15 shots. A player should be able to shake off homing torpedoes; this process should be difficult but not impossible.

Mines
Mines are objects that a player can drop and leave for players to run over later. Mines should explode and damage everything in a five meter radius for 1000 points damage. Placed mines should be noticeable but not immediately obvious. A single magazine should contain 5 mines.

Exotic weapons
Laser This weapon is unique in so much as it does not do damage immediately on hit, rather if a player can keep this weapon trained on a target for one second then it begins to do damage at a rate of 100 per second, this damage ignores all armor. Lasers have unlimited ammo. Napalm launcher This weapon shoots a burning stream of napalm. If it lands on a player than it burns for five seconds doing 100 damage a second, this damage ignores all armor. Napalm can also be spread on water to create a wall of fire that does damage at the same rate. When used in this manner it also detonates mines and attracts homing torpedoes/rockets. A napalm launcher can be fired for 60 seconds before running out of napalm Squirt gun The squirt gun fires a highly pressurized stream of water out to a maximum length of 30 meters, it pushes any boats or mines it hits to the end of its maximum length, and it can also extinguish walls of fire made with the napalm launcher. The squirt gun never runs out of ammo. Harpoon gun The Harpoon gun after hitting anchors the player to the target, if anchored to another boat this may

cause the target boat to slow down as it is forced to drag the players boat along. Spider monkey cannon The spider monkey cannon stop the target from controlling their boat for between two to five seconds, depending on how fast they mash the fire button. Dragon shout cannon This cannon does no damage but knocks targets in a twenty meter line up and away from the player who fired the cannon.

Powerups

A player may gain and retain one power up which may be activated by pressing a button it then lasts for the listed duration. A player may obtain a new power up while one is active but activating it will override the currently active one Quad Damage quadruple damage done by weapons 10 sec

Accelerator multiply move speed and rate of fire by 1.5

15 sec

Accuracy+ adds aim assist 120 sec

Shield Player is invulnerable to damage 5 sec

Invisibility Renders player invisible to other players, players boat is transparent on his screen 20 sec

infinite ammo Weapons with limited ammo don't run out of ammo and weapons that over heat do not over heat 60 sec

radar pinpoints player locations on mini map 60 sec

repair

restore 20% ship health instantaneous

Lava immunity player takes no damage from lava. 60 sec

Missile party all projectiles are changed to missiles(150 damage), only the model and damage is changed other stats remain unchanged 5 sec

Ammo player gains ammunition for each weapon his boat amount gains is detailed in the weapon description. Instantaneous

Damage reduction takes 20% less damage this applies even against things that ignore armor 30 sec Programmer note: order of operations should be (incoming damage-ships inherent DR= reduced damage)reduced damage -powerup DR = final damage applied to health.

dakka+

double rate of fire 10 sec

speed+ double move speed 10 sec

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