[Suggestion] Ideas for possible Click Particle and Click Rifle weapons

Discussion in 'Time Clickers' started by Nukemarine, Oct 22, 2015.

  1. Nukemarine

    Nukemarine Rookie

    Joined:
    Jun 25, 2015
    Messages:
    15
    Likes Received:
    7
    Protonz and Kenzie are not currently planning to add additional click weapons. However, here are some ideas if they ever get around to it. The only two left would be the click version of the spread rifle and the particle ball. Since five click weapons would crowd the bottom of the screen, two of the weapons (particle and rocket launcher) would hang down from the top (both sides of the zone indicator) and look like ceiling mounted weapons.

    Click Particle

    • Cost 250,000 :weaponcube: to unlock
    • In idle mode, tracks the particle ball target cube, same as click cannon
    • Fires every 10 clicks, doing click damage. These shots looks like particle beams and hit instantly.
    • Every 10 particle beam shots it fires a particle ball. Slower moving, does 10x click damage when it detonates on target.
    • If particle ball's target is destroyed before the ball reaches it, it moves to next target (think guided missile).
    • Initially, only 1 particle ball can be on screen at a time. Must detonate on a target before another can be created.
    Should be considered more powerful than the click cannon. As each of the normal shots always hits and the particle balls stay around until they destroy something, there are almost no lost shots aside from the overkill damage. While the particle ball tracks a target, it'll still detonate if it hits something on the way.

    Click Particle Upgrades
    • Idle click speed (0 to 200, spread out over 4 minutes, basically half firing rate of rocket launcher) for particle beam.
    • Idle target speed same as all the others.
    • Reduce clicks needed to fire particle beam down to 5 minimum
    • Reduce number of particle beams needed to fire particle ball down to 5 minimum.
    • Improve damage (both beam and ball) to 20x click damage (scale of 0 to 190).
    • Increase particle ball speed guided speed.
    • Increase number of particle balls on screen to maximum of 5, when spread shot is active
    Upgrades should be about 2x cost of click cannon upgrades. The 20x damage should mimic the effect of getting 5 to 20 flaks. Having up to 5 particle balls on screen should make for fun visuals (during boss defeat fireworks, they hover in the center in a cool pattern).

    Click Rifle
    • Cost 1,000,000 :weaponcube: to unlock
    • There is no idle tracking, but gun appears to track one of the rifle cannon targets (this is primary idle target).
    • Every 10 clicks the rifle is shot.
    • Rifle shots out 5 bullets,
    • Each bullet does 20% click damage
    • In idle mode bullets target all cubes targeted by Rifle Cannons. If more targets than number of click rifle bullets, they're randomly picked at first then remain on those cubes until destroyed. If less targets than bullets (due to upgrades), they target random cube that's same color as primary idle target.
    • In active mode, bullets target similar colored cube that's being targeted by player. These cubes are constantly targeted up until it's destroyed or player changes color of cube targeted.
    • If there are no color cubes remaining as the primary target, bullets target cubes of other color in both idle and active mode.
    • Unless upgraded, bullets will not double up on targets. If there are no more cubes, the bullets hit only air.
    Basic idea is that every shot from the Click Rifle has a target to hit and will keep hitting that target till it's destroyed. The only way that shot misses is if the target is destroyed before the shot gets there or there are not enough cubes to target. It also allows players to determine priority of color cubes destroyed. Of course, without upgrades, targeting weapon or time cubes means loss of 80% of damage potential.

    Click Rifle Upgrades
    • Idle fire speed (0 to 200 or same as click cannon)
    • Idle targeting speed, same as all others
    • Number of bullets, from 5 up to 20 if spread shot is active.
    • Max number of targets per cube, from 0 to 20.
    • Bullet damage from 20% to 200% click damage.
    The number of targets is most powerful here. Without it, even with 20 bullets all hitting at 100% click damage, 19 of them won't hit if you target a time cube or weapon cube.
     
    Proton likes this.
  2. Wiillyy

    Wiillyy Spec Ops

    Joined:
    Aug 16, 2015
    Messages:
    9
    Likes Received:
    6
    I DO like the idea of the weapons hanging down from the top. It might be less intuitive when making keyboard shortcuts, but I do agree it'd look nicer on screen. Besides, it's not like we honestly believe our player character has 5 arms anyway, right?

    ...Right? :eek:
     
  3. DatrixTHLK

    DatrixTHLK Spec Ops

    Joined:
    Sep 4, 2015
    Messages:
    12
    Likes Received:
    4
    I would just think of it as 5 players but all of them are you. so 1 person controls one weapon. Sounds like a well thought out idea though Nukemarine. Or you could just be an ant man
     
  4. Wiillyy

    Wiillyy Spec Ops

    Joined:
    Aug 16, 2015
    Messages:
    9
    Likes Received:
    6
    You're right. Five arms is absurd. A hive mind makes more sense.
     
  5. DatrixTHLK

    DatrixTHLK Spec Ops

    Joined:
    Sep 4, 2015
    Messages:
    12
    Likes Received:
    4
    Each one learns from the other 4 :D
     
  6. miquelfire

    miquelfire Spec Ops

    Joined:
    Jun 15, 2015
    Messages:
    35
    Likes Received:
    20
    It's a rails shooter version of Time Rifters! :p

    So once you have more than one click weapon, each time warp, you're actually warping enough to have two more of you at once.
     
  7. Proton

    Proton Administrator
    Developer Moderator

    Joined:
    May 5, 2015
    Messages:
    267
    Likes Received:
    419
    That's a clever way to think of it :p