Weapons!: Part 2

Actually, though, now that I think about it, I am missing one weapon behavior prototype: the flamethrower. From what I’ve seen of the TF2 Pyro’s flamethrower mechanics, you attach hitboxes to the particle emitters. This behavior could be used for things like mace or that deadly tear gas that PAYDAY 2 likes to throw in your hostage coral sometimes.

Anyway, the thing about the flamethrower is, I wasn’t originally planning to include one. One thing that I don’t like about weapons in PAYDAY 2 is how outlandish they’ve become. Like, honestly? Who’se going to take a fkn flamethrower to a bank robbery? You might burn all the money. Or half the melee weapons. A microphone as a melee weapon? I mean, that’s funny, sure, but it’s permanent, you know?

And for while, I thought this also extended to the grenade and rocket launcher as well. But I’ve decided that I would rather let you have those weapons than not.

First of all, these weapons are incredibly situational. Which means that investing in them, especially at the very first and over more practical weapons, means that a player would have to live with that decision until they either give up and sell the weapon at a loss and buy something cheaper or until they make enough money to buy something else while keeping their silly-ass choice.

Let me tell you a story. Once upon a time, Logan and I were developing a Left 4 Dead 2 survival map. The premise of this map was that the survivors’ helicopter would crash land on the roof of an honest-to-god discotheque (that was heavily based on the Roman Disco level in The Warriors) where there had been a Masque of the Red Death-type disco party with a Masque of the Red Death conclusion. You were supposed to drop down into the building, but the doors were welded shut to keep out the sick so you would then be unable to get back out. So you’d turn on the disco music, which would be meant to attract other survivors to rescue you but would only attract zombies. Then you’d fight until you died, as survival maps go. We’d use copyrighted disco songs because haha, and the waves would last as long as the songs. We also planned to only spawn Walking Witches, Spitters, and female Boomers during “Ladies Night”. The title of the map would “The Last Dance” like the Donna Summer song. Yeah, it was all very copyright infringe-y but it was for our own personal enjoyment, not public consumption. Anyway, we had this shit planned out, but there were problems making the nav meshes work correctly for the bots. Hammer is a fickle beast.

Logan was in charge of putting this map together, which he did. And he came to me in the process of this and asked me, “Hey, do you want me to put up an invisible wall so the players don’t fall or jump off the roof?”

To which my reply was, “Hell no. I want them to have that option if they so choose.” Falling from that height would have resulted in instant death, but L4D also has that whole ledge-gripping mechanic so if you were truly committed to “falling” off the roof and dying, you’d have to really want it.

It was important to me that, if a player so wishes, they could leave their team a man down right from the get-go, even though that’s fkn dumb. And similarly, I want you to have the option of leaving your team lacking a viable weapon for stealth jobs just because you, the player, wanted a rocket launcher from the first map you played.

But moreover, I can kinda see situations were a rocket launcher or grenade launcher might be a valuable tool as well, in the same way that the Oversaw 9000 is highly situational, but has its uses.

But a flamethrower? I don’t know. I just don’t see much practical application for that.

I might end up coding one just for the experience though. I might end up coming up with some other weapon idea that uses that same behavior. It would be a good idea to know how to make it work in advance.

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