This would be a small mutator that changes the way the shock rifle behaves. Rather than do a fixed amount of damage, the damage is calculated based upon the amount of time between firings. The smaller the time between firings the smaller the amount of damage. A killing shot will take a require second of charge time. The lowest damage shot will take a 10th of a second (maybe a 5th). A minor HUD tweak will be necessary so players can see the charge state of their Shock Rifle.
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Birelli: 1 second seems too short to me. How about 3 seconds to charge up to 90 damage (1 second = 30 damage up to 90 (90 so one hit won't kill a newly spawned player)) and then a special "overcharge" blast at 5 seconds which is 1,000,000 damage or something ala instagib. That to me seems much more tactical, since players, when disengaged, will have a one-time chance at an insta-gib before launching into battle. (BTW there isn't a shock rifle any more is there? just a rail(lighting?)gun, but same principle). Of course all the times would need to be highly tweaked (maybe even down to minute detail like 3 damage per .1 seconds or something, with a counter that counts up 3,6,9,12 in rapid succession)
Mychaeel: There's still the Shock Gun (the Lightning Gun is the gun formerly known as Sniper Rifle). Secondary fire is slower than the Shock Rifle's, combos do less damage (or in a smaller radius), and the visual effects are a bit tweaked; otherwise it's the same.
EntropicLqd: 1 second is just a planning number (still feels like an eternity if you are waiting to fire though) – it proably is to short. Perhaps it should be configurable. My idea was always to make the rifle should charge smoothly up to an instant kill irrespective of health and armour. It's a bit like a cross between Shock Arena and Instagib.
Dade: Hmm, interesting. I just now stumbled upon this post. I am currently working on a weapons mut for 2k3. One of the weapons, the Shadows rifle, does exactly what is being suggested in this post. It fires as fast as you can hit the button, and the damage dealt is less depending on the charge. Full charge is 100, and the charge decreases with each shot, as does the damage. the recharge rate is high enough to be tolerable, but low enough to encourage careful shot placement. If anyone is interested, let me know at Dade@carolina.rr.com