Ideas for weaponry
+3
1upking
Reconanator
TheLogan
7 posters
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Ideas for weaponry
I'm currently watching the live stream from 10 days ago, and friendly fire was just mentioned, I don't really mind the idea of being able to do damage to your team mates, intentionally or by accident, but I came to think of the weapon system in Wolfire's Receiver, I'm in no way suggesting you make anything as elaborate as their system, but being able to quickly holster/unholster the weapon and perhaps being able to put it in safe mode, stun and kill or safe mode, single shot and auto fire, depending on the weapon type would be cool, and would minimize the risk of wasting ammo and shooting team mates.
It might be a bit much to have to load ammo manually into your cartridges, but I can't say I'd mind.
The aiming however should be smoother than in receiver.
Just a few ideas =)
It might be a bit much to have to load ammo manually into your cartridges, but I can't say I'd mind.
The aiming however should be smoother than in receiver.
Just a few ideas =)
TheLogan- Posts : 33
Join date : 2013-04-22
Re: Ideas for weaponry
Haha, yeah, reciever looks awsome , I should buy it sometime... Hmm... Yeah... i should really try it out, I love those types of games...
Back on the rails, Weapon types and manual reloading would be pretty awsome, so you don't just 'Blam, 'Reload', 'Blam' all the time.
Also, would I recommend more 'conventional' weapons, or at least ones which seem high-tech to us, but not too far in the future, like a Rail gun or such weapons, other than the ship turrets, then i think they could be massive ones.
Back on the rails, Weapon types and manual reloading would be pretty awsome, so you don't just 'Blam, 'Reload', 'Blam' all the time.
Also, would I recommend more 'conventional' weapons, or at least ones which seem high-tech to us, but not too far in the future, like a Rail gun or such weapons, other than the ship turrets, then i think they could be massive ones.
Reconanator- Posts : 8
Join date : 2013-04-19
Age : 23
Location : Leicestershire, Loughborough
Re: Ideas for weaponry
Yea, Receiver definitely has it's good sides, I remember first time I played it I had to go back and pick up my ammunition because I'd left a trail of it from every time I thought I reloaded, heh.
TheLogan- Posts : 33
Join date : 2013-04-22
Re: Ideas for weaponry
Maybe a weapon system more along the lines of Arma 3? You can change the fire mode (Full auto, semi auto) and also cycle that to grenades so you don't have to switch out. Same concept to the attachment system. Another idea that I like is how Planetside 2 uses certification points to unlock weapons and attachments (scopes, surpressors).
1upking- Posts : 47
Join date : 2013-04-20
Age : 29
Location : Milwaukee, Wisconsin, USA
Re: Ideas for weaponry
1upking mentioned Arma 3 and that got me thinking.
On the topic of weapon procurement, would it be like DayZ? Where weapons have to be found rather than bought? Also finding things like ammo?
I find that when you have to find your weapons and ammo, you appreciate them more and it would definitely encourage further exploration!
On the topic of weapon procurement, would it be like DayZ? Where weapons have to be found rather than bought? Also finding things like ammo?
I find that when you have to find your weapons and ammo, you appreciate them more and it would definitely encourage further exploration!
EarnestLine2810- Posts : 5
Join date : 2013-05-05
Re: Ideas for weaponry
Well I think the crafting system would take the place of finding weapons. Parts would be made (from scrap and parts found on planets) or stolen from other ships, stations, etc. Whole guns, ammo, and attachments could also be stolen from those locations. Still very satisfying.
1upking- Posts : 47
Join date : 2013-04-20
Age : 29
Location : Milwaukee, Wisconsin, USA
Re: Ideas for weaponry
Hmm, okay.
At the moment, we're thinking about an entirely different system altogether that doesn't require either reloading or ammunition. Both of those things sound kind of primitive for a game that's set in the future.
The weapons themselves have many upgradable components which will alter many things such as fire rate, fire power, charge rate, accuracy and many more cool features.
Every component can be reverse engineered and combined/re-constructed with other rare materials with unique properties that make your weapon do special things. Re'ing is a whole other process with many other features and learn-able skills involved that I don't want to get into yet.
You will of course be able to choose your fire mode (when applicable) and also fit particular attachments to your weapons like scopes etc.
Weapon casings/components can be purchased, found, looted or even rewarded to you.
That's my understanding of the current system. But don't take my word as absolute. We'll be able to better show/explain how these things work when we've completed prototyping.
Now, I know what your thinking...."If we don't have to find ammo or at least be cautious about preserving it...doesn't that detract from the survival experience?"
The answer is no. There are many other more important things you should be concerning yourself with. Your weapons aren't really that important when your up against creatures which can shrug of your weapon damage, you should be more worried about running.
Besides, your weapon has a reliability factor which depends on how well you constructed it's internal components (or the quality of them when you purchased/found them). Your weapon is prone to damage over time and must be maintained. A poorly maintained weapon could lead to breakdown, backfiring, jamming, low accuracy, power leakages and slow recharge rates.
It will take time to construct the perfect weapon, that's why you'll become attached to it, and give it name...like Helga the Hell-Raiser.
At the moment, we're thinking about an entirely different system altogether that doesn't require either reloading or ammunition. Both of those things sound kind of primitive for a game that's set in the future.
The weapons themselves have many upgradable components which will alter many things such as fire rate, fire power, charge rate, accuracy and many more cool features.
Every component can be reverse engineered and combined/re-constructed with other rare materials with unique properties that make your weapon do special things. Re'ing is a whole other process with many other features and learn-able skills involved that I don't want to get into yet.
You will of course be able to choose your fire mode (when applicable) and also fit particular attachments to your weapons like scopes etc.
Weapon casings/components can be purchased, found, looted or even rewarded to you.
That's my understanding of the current system. But don't take my word as absolute. We'll be able to better show/explain how these things work when we've completed prototyping.
Now, I know what your thinking...."If we don't have to find ammo or at least be cautious about preserving it...doesn't that detract from the survival experience?"
The answer is no. There are many other more important things you should be concerning yourself with. Your weapons aren't really that important when your up against creatures which can shrug of your weapon damage, you should be more worried about running.
Besides, your weapon has a reliability factor which depends on how well you constructed it's internal components (or the quality of them when you purchased/found them). Your weapon is prone to damage over time and must be maintained. A poorly maintained weapon could lead to breakdown, backfiring, jamming, low accuracy, power leakages and slow recharge rates.
It will take time to construct the perfect weapon, that's why you'll become attached to it, and give it name...like Helga the Hell-Raiser.
Last edited by Marrowmatt on Fri May 10, 2013 2:40 am; edited 1 time in total
Marrowmatt- Posts : 136
Join date : 2013-04-18
Location : Birmingham
Re: Ideas for weaponry
So reverse engineering will be a way to 1) get components (or material if you go back far enough and 2) learn how to craft that weapon/attachment, etc.?
1upking- Posts : 47
Join date : 2013-04-20
Age : 29
Location : Milwaukee, Wisconsin, USA
Re: Ideas for weaponry
*I edited my above answer as you posted this*
To answer your new question. 1) Yes and 2) Yes and more than that.
I can't remember the details. Craig and I are revising the Design doc atm and altering things to accommodate for suggestions etc. As we begin prototyping each individual system, we'll release information and videos about them on our website explaining exactly how they work etc.
To answer your new question. 1) Yes and 2) Yes and more than that.
I can't remember the details. Craig and I are revising the Design doc atm and altering things to accommodate for suggestions etc. As we begin prototyping each individual system, we'll release information and videos about them on our website explaining exactly how they work etc.
Marrowmatt- Posts : 136
Join date : 2013-04-18
Location : Birmingham
Re: Ideas for weaponry
Awesome. Sounds fantastic!!
1upking- Posts : 47
Join date : 2013-04-20
Age : 29
Location : Milwaukee, Wisconsin, USA
Re: Ideas for weaponry
Sounds like you are thinking a cool down style of weapons. I like that, but what I like even better is the reliability standpoint. One of my most frustrating things about Mass Effect 1 was the ability to mod your gun to the point where you could run an entire level without having to stop firing.
*Side note, what about a room on last watch, or on one of the large ships or something, where you could show off your guns, maybe it doesn't work anymore, but you can still put the gun model on the wall, show off stats, and maybe a RIP sign.... lol and possibly repair it in the future. I would limit the amount of guns you could place in reserve though...
Sorry about the long tangent.
*Side note, what about a room on last watch, or on one of the large ships or something, where you could show off your guns, maybe it doesn't work anymore, but you can still put the gun model on the wall, show off stats, and maybe a RIP sign.... lol and possibly repair it in the future. I would limit the amount of guns you could place in reserve though...
Sorry about the long tangent.
Airsofter- Posts : 61
Join date : 2013-04-20
Re: Ideas for weaponry
sort of like the weapon mounts in skyrim? sounds neat.
maybe some ships could have a dedicated armory where you could view stats and repair and such and every available surface is covered in guns
maybe some ships could have a dedicated armory where you could view stats and repair and such and every available surface is covered in guns
Re: Ideas for weaponry
exactly! I knew I got the idea from somewhere..... lol
Airsofter- Posts : 61
Join date : 2013-04-20
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