Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aesiron Kor-Azor
Amarr Templars Amarr Empire
39
|
Posted - 2012.10.18 16:30:00 -
[1] - Quote
Introduction
When I initially pictured Dust 514 I would imagine it's customisation to be even deeper than it currently is. I pictured weapons being fully customisable, so here is my quick idea:
Starting Points
Instead of different variations of (for example) Assault Rifles. There are four basic starting Assault Rifles:
- Amarr Assault Rifle (pulse laser) - tech I, tech II, tech III. - Caldari Assault Rifle (coilgun) - tech I, tech II, tech III. - Gallente Assault Rifle (plasma) - tech I, tech II, tech III. - Minmatar Assault Rifle (bullets) - tech I, tech II, tech III.
The higher the tech the more slots each weapon has. The firing method depicted is just for looks and variation. They still perform equally as well with interesting twists.
- Pluse Laser - short pulse bursts of a selected frequency that are adaptable. - Coilguns - small railguns which have sophisticated roles depending on loadout. - Plasma - ignites lightweight gas ammunition into plasma which is good for armour piercing primarily. - Bullet - conventional bullets that are suited to being equally adequate (but not amazing) at all roles.
As I depict, they all have different initial differences which currently to me are the actual physical firing method. From here you can (as with dropsuits and vehicles) customise them with tabs as depicted in dropsuits.
Here are the slots which can vary for diversity:
- Sight - for optical enhancement. - Inter-system - for adjusting physical nature of the gun (fire rate, etc). - Outer-system - for tools outside of the gun (stock, thermal monitor, etc) - Under-Barrel - for either foregrip or secondary weapons (grenade launchers, etc)
Now as I said, the tech level of the assault rifle purchased varies with the amount of slots available, for example a tech I will have 1 slot for everything, tech II will have outer and inner systems with two slots, and three for III. Some prototype / advanced techs could have unique advancements such as two optics.
So here is an example loadout:
Caldari Tech II Assault Rifle
(sight) 'Occulus 4x standard combat scope' x1 (inter) Additional Repulsive Spring x1 (fire rate enhancer) (inter) Barrel Heat Sink x1 (reduces overheating) (outer) 'Guidance' Stock x1 (reduces recoil) (outer) Magazine Dispenser x1 (faster reload) (under) 'Succession' Plasma Grenade Launcher x1
Here is a quick sketch of potential attachments:
Note, within these they have their own variations, I, II, III, prototype named.
Holographic Optic (1x) (much like the current SMG sight) Standard Combat Scope (4x) Advanced Rifle Scope (8x) Sniper Scope (12x)
Additional Repulsive Spring (enhances fire rate) Barrel Heat Sink (reduces overheating effects) Carbon Fibre Systems (faster movement speed) Crystal Catalyser Unit (enhances laser damage build up) CPU Monitor (reduces overall CPU of the gun) Capacitor Recharger (reduces overall powergrid use of the gun)
Stock (reduces recoil) Magazine Dispenser (quicker reload) Carbon Fibre Magazines (quicker reload) IR Pulse Emitter (detects targets on a small screen behind walls, etc) Thermal Release Bullets (higher damage)
Grenade Launcher Under slung Shotgun Foregrip Pulse Charged Nova Bayonet
Thank you for reading my post, if you've got any questions about my idea, please ask me :) |
WHz DS9899
Doomheim
136
|
Posted - 2012.10.18 17:53:00 -
[2] - Quote
just saying, but a 0x sight would be unable to see anything, so change it to 1x |
Aesiron Kor-Azor
Amarr Templars Amarr Empire
39
|
Posted - 2012.10.18 17:56:00 -
[3] - Quote
WHz DS9899 wrote:just saying, but a 0x sight would be unable to see anything, so change it to 1x
The 'x' is referring to magnification, so if through a scope the crosshair is over a distance of 50 metres, a 0x will multiply it by zero but a 10x will make it visible over 500 metres to a minimum.
And I was basically trying to make a simple differentiation from the iron sights that Laser Rifles currently have than to the submachine gun sights. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 18:12:00 -
[4] - Quote
Weapon rigging (customization) is confirmed to be coming later. https://forums.dust514.com/default.aspx?g=posts&m=315202#post315202
They mentioned that racial symmetry is something they will go for later on. Amarr assault rifle might be the upcoming scrambler rifle mentioned here: https://forums.dust514.com/default.aspx?g=posts&t=35654 though I'm only guessing that it will be its purpose.
I would love to see a variety of racial variants, as well as attachments for guns, but I want something more than just the regular standard FPS stuff like sights, foregrips, and grenade launchers, I think this game can do better. How about: Anti-infantry stasis webifier launcher that slows down enemies for 3 seconds.
Drone-launcher attachment that sends 2 tiny flying drones to circle around an enemy to do shield damage by zapping the enemy.
Nanite launcher that fires a clouds of voracious nanites that eat through enemy armor.
I want to see weird interesting scifi stuff, not just boring old FPS stuff with a scifi skin on it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 18:15:00 -
[5] - Quote
Aesiron Kor-Azor wrote:WHz DS9899 wrote:just saying, but a 0x sight would be unable to see anything, so change it to 1x The 'x' is referring to magnification, so if through a scope the crosshair is over a distance of 50 metres, a 0x will multiply it by zero but a 10x will make it visible over 500 metres to a minimum. And I was basically trying to make a simple differentiation from the iron sights that Laser Rifles currently have than to the submachine gun sights.
0 multiplied by 0 is always zero, so a 0x sight should make you see absolutely nothing. If you want a sight that does not magnify at all, say a 1x sight, since multiplying a number by 1 always leaves it the exact same number (no change in magnification). If you mean ironsight, say ironsight. If you mean a sight like the SMG, just say 1x sight.
+1 on this thread. |
Atterro
Zumari Force Projection Caldari State
18
|
Posted - 2012.10.18 18:27:00 -
[6] - Quote
Personally I would love to see more variation in grenades other then explosions. (all I've seen at least are explosive grenade types)
Things like flash bangs, smoke grenades, hell even an EMP type thing that only damages shields and affects your suits HUD (maybe even disable laser rifles for a short time?). Those would add a lot to team play over the normal "Zerg A!" |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 18:33:00 -
[7] - Quote
Atterro wrote:Personally I would love to see more variation in grenades other then explosions. (all I've seen at least are explosive grenade types)
Things like flash bangs, smoke grenades, hell even an EMP type thing that only damages shields and affects your suits HUD (maybe even disable laser rifles for a short time?). Those would add a lot to team play over the normal "Zerg A!" Well if an EMP disables a laser rifle, it should disable regular plasma assault rifles, the upcoming caldari assault rifle (a railgun), sniper rifles (railgun), and the forge gun (railgun). I think Minmatar stuff is the only stuff that might be immune to an EMP if EMPs can disable weapons. I would love to see cool grenade launchers that shoot EMP grenades (as long as it doesn't disable weapons), and plasma grenades (like the OP suggested) |
Aesiron Kor-Azor
Amarr Templars Amarr Empire
39
|
Posted - 2012.10.18 18:48:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:Atterro wrote:Personally I would love to see more variation in grenades other then explosions. (all I've seen at least are explosive grenade types)
Things like flash bangs, smoke grenades, hell even an EMP type thing that only damages shields and affects your suits HUD (maybe even disable laser rifles for a short time?). Those would add a lot to team play over the normal "Zerg A!" Well if an EMP disables a laser rifle, it should disable regular plasma assault rifles, the upcoming caldari assault rifle (a railgun), sniper rifles (railgun), and the forge gun (railgun). I think Minmatar stuff is the only stuff that might be immune to an EMP if EMPs can disable weapons. I would love to see cool grenade launchers that shoot EMP grenades (as long as it doesn't disable weapons), and plasma grenades (like the OP suggested)
Electromagnetic pulses only fry running electrical currents, there isn't really any reason to specifically fry a railgun (by the way the Caldari MK25 is a coilgun which uses less power and is suited to assault rifles rather than snipers).
But to be honest all technology used by the dropsuits should be destroyed by EMPs, however I heard somewhere that modern military units can withstand electromagnetic pulses due to design of equipment.
KAGEHOSHI Horned Wolf wrote:Weapon rigging (customization) is confirmed to be coming later. https://forums.dust514.com/default.aspx?g=posts&m=315202#post315202They mentioned that racial symmetry is something they will go for later on. Amarr assault rifle might be the upcoming scrambler rifle mentioned here: https://forums.dust514.com/default.aspx?g=posts&t=35654 though I'm only guessing that it will be its purpose. I would love to see a variety of racial variants, as well as attachments for guns, but I want something more than just the regular standard FPS stuff like sights, foregrips, and grenade launchers, I think this game can do better. How about: Anti-infantry stasis webifier launcher that slows down enemies for 3 seconds.
Drone-launcher attachment that sends 2 tiny flying drones to circle around an enemy to do shield damage by zapping the enemy.
Nanite launcher that fires a clouds of voracious nanites that eat through enemy armor.
I want to see weird interesting scifi stuff, not just boring old FPS stuff with a scifi skin on it.
Very good to know that it's coming :) |
WHz DS9899
Doomheim
136
|
Posted - 2012.10.18 18:50:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:Atterro wrote:Personally I would love to see more variation in grenades other then explosions. (all I've seen at least are explosive grenade types)
Things like flash bangs, smoke grenades, hell even an EMP type thing that only damages shields and affects your suits HUD (maybe even disable laser rifles for a short time?). Those would add a lot to team play over the normal "Zerg A!" Well if an EMP disables a laser rifle, it should disable regular plasma assault rifles, the upcoming caldari assault rifle (a railgun), sniper rifles (railgun), and the forge gun (railgun). I think Minmatar stuff is the only stuff that might be immune to an EMP if EMPs can disable weapons. I would love to see cool grenade launchers that shoot EMP grenades (as long as it doesn't disable weapons), and plasma grenades (like the OP suggested)
I think the EMP disabling weapons could work with my Capturing idea. |
Aesiron Kor-Azor
Amarr Templars Amarr Empire
39
|
Posted - 2012.10.19 06:13:00 -
[10] - Quote
WHz DS9899 wrote:KAGEHOSHI Horned Wolf wrote:Atterro wrote:Personally I would love to see more variation in grenades other then explosions. (all I've seen at least are explosive grenade types)
Things like flash bangs, smoke grenades, hell even an EMP type thing that only damages shields and affects your suits HUD (maybe even disable laser rifles for a short time?). Those would add a lot to team play over the normal "Zerg A!" Well if an EMP disables a laser rifle, it should disable regular plasma assault rifles, the upcoming caldari assault rifle (a railgun), sniper rifles (railgun), and the forge gun (railgun). I think Minmatar stuff is the only stuff that might be immune to an EMP if EMPs can disable weapons. I would love to see cool grenade launchers that shoot EMP grenades (as long as it doesn't disable weapons), and plasma grenades (like the OP suggested) I think the EMP disabling weapons could work with my Capturing idea.
What's your capturing idea? |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |