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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:35:00 -
[1] - Quote
I feel that ultimately, this game will need to do away with the current weapon setups and replace it with an entirely new setup that offers full customization. Militia through proto tiers would remain, but function like suits do now. Ex: all AR would have the same base stats, except each increasing tier would have more modification points, in such a way that militia offers just the base weapon, std offers 1 mod, adv 2-3 and proto 4 or 5. Mods would include sights (red dot, holo, acog), dmg mods (which would be removed from the suits entirely), range and rof mods, grips and stocks, as well as secondary or underbarrel weapon functions (grenade launcher for minmatar, shotgun for gallente, missile launcher for caldari (think oneshot flaylock). Explosive weapons would have options for increasing blast radius through mods as well as dmg mods.
Weapons would also have the option of selecting an ammo type, tailoring it to fit a certain resistance profile. Imagine carrying 2 smgs, one fitted to take down shields with EMP ammo and another with roudns for armor.
Of course, suit will need to be rebalanced to account for the removal of dmg mods.
thoughts?
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:35:00 -
[2] - Quote
reserved
Bittervet Proficiency V
thanks logibro!
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jenza aranda
BetaMax.
1987
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Posted - 2013.11.01 22:37:00 -
[3] - Quote
SoonGäó
0101001101101111011011110110111010011001
Dust 514 101
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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:37:00 -
[4] - Quote
jenza aranda wrote:SoonGäó
Winter update soon or SP rollover system soon?
Bittervet Proficiency V
thanks logibro!
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Seed Dren
SyNergy Gaming EoN.
111
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Posted - 2013.11.01 22:40:00 -
[5] - Quote
Everyone uses solar energy soontm. |
Atiim
Living Like Larry Schwag
524
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Posted - 2013.11.01 22:45:00 -
[6] - Quote
jenza aranda wrote:SoonGäó ...
I am everything
AV, Tanker, Logi, Scout, Heavy, and so much more
-HAND
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
388
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Posted - 2013.11.01 22:48:00 -
[7] - Quote
So, gathering from your post, I wouldnt be able to combine the Smg with the Swarm Launcher?
I am part shovel, part man, full scout, and a little bit special.
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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:57:00 -
[8] - Quote
Spademan wrote:So, gathering from your post, I wouldnt be able to combine the Smg with the Swarm Launcher?
how did you get that from my post?
Bittervet Proficiency V
thanks logibro!
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Slag Emberforge
Immortal Retribution
110
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Posted - 2013.11.01 23:27:00 -
[9] - Quote
I have seen a lot of these threads, he'll I've made a couple related myself.
With that said this one seems to be just a bit better thought out than the rest, and I really like the concept of damage mods or "weapon upgrades" actually being loaded onto the weapon itself. It just makes sense.
Minmatar grenade launcher, or Flaylock would certainly fit but it wouldn't make too much sense for Caldari.
My reflex is to hear Caldari and cry out rail gun, but attachment would have to be cleverly worked otherwise it would end up either completely useless in combat (due to charge time) or over powered (storing a charge and then will end up being the "opener" shot in every encounter)
Overall +10 |
ThePrinceOfNigeria
Zumari Force Projection Caldari State
203
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Posted - 2013.11.01 23:29:00 -
[10] - Quote
I like the way Battlefield does it. Have different parts you can add on to upgrade the weapon. Each upgrade has different trade offs. Bonus points would be awarded if these are craftable through salvage we can break down for different parts. |
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Atiim
Living Like Larry Schwag
526
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Posted - 2013.11.01 23:30:00 -
[11] - Quote
Slag Emberforge wrote:I have seen a lot of these threads, he'll I've made a couple related myself.
With that said this one seems to be just a bit better thought out than the rest, and I really like the concept of damage mods or "weapon upgrades" actually being loaded onto the weapon itself. It just makes sense.
Minmatar grenade launcher, or Flaylock would certainly fit but it wouldn't make too much sense for Caldari.
My reflex is to hear Caldari and cry out rail gun, but attachment would have to be cleverly worked otherwise it would end up either completely useless in combat (due to charge time) or over powered (storing a charge and then will end up being the "opener" shot in every encounter)
Overall +10 Perhaps you might find something similar to this in the Caldari Rail Rifle
I am everything
AV, Tanker, Logi, Scout, Heavy, and so much more
-HAND
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Everything Dies
Chatelain Rapid Response Gallente Federation
191
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Posted - 2013.11.01 23:33:00 -
[12] - Quote
ThePrinceOfNigeria wrote:I like the way Battlefield does it. Have different parts you can add on to upgrade the weapon. Each upgrade has different trade offs. Bonus points would be awarded if these are craftable through salvage we can break down for different parts. Sounds good to me. For example, an upgrade could increase range at the cost of damage, accuracy at the cost of clip size, etc.
Life is killing me.
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Disturbingly Bored
The Strontium Asylum
952
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Posted - 2013.11.01 23:40:00 -
[13] - Quote
Paran Tadec wrote:jenza aranda wrote:SoonGäó Winter update soon or SP rollover system soon?
PVE Soon. Purchasable Warbage Soon. Drones Soon. Alien attack panda Soon.
Racial dropsuits Soon...
¶Gêƒ__ Gò«
Gû¿GûêGûêGûêGòáGëíGëíGëíGû¬ « GÇó GÇó GÇó GÇó GÇó GÇó GÇó GåÆFAT GATGåÉ pÇûGûôGûôGûôGûôGûôGûôGûôGûôGûôGûæpÇùForum Warrior LV 0 (900/1000XP)
¯Gò¦pÇôpÇù
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Godin Thekiller
Hellstorm Inc League of Infamy
1355
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Posted - 2013.11.01 23:41:00 -
[14] - Quote
Call it weapon rigging, cause rigging is boss
I would love to put a IR sight on my HAV that I could turn on and off.......
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1355
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Posted - 2013.11.01 23:42:00 -
[15] - Quote
Disturbingly Bored wrote:Paran Tadec wrote:jenza aranda wrote:SoonGäó Winter update soon or SP rollover system soon? PVE Soon. Purchasable Warbage Soon. Drones Soon. Alien attack panda Soon. Racial dropsuits Soon...
Warbarges are kinda already purchasable, because apparently all they are is Ocra's.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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MassiveNine
0uter.Heaven Proficiency V.
375
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Posted - 2013.11.01 23:45:00 -
[16] - Quote
I liked the idea awhile ago that suggested you should be able to add modifiers to the actual weapon itself, and not the dropsuit. This would open up those high slots to allow for better tanking or whatever. |
Medic 1879
Forsaken Immortals Top Men.
1177
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Posted - 2013.11.02 00:00:00 -
[17] - Quote
I agree with modding weapons but not with the removal of damage mods from high slots.
TEST signature please help me think of a better one.
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Powerh8er
Norwegian Dust514 Corporation Top Men.
243
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Posted - 2013.11.02 00:05:00 -
[18] - Quote
Customize my laser and forgegun so they runs on tears, undepletable ammo. |
Cosgar
ParagonX
6998
|
Posted - 2013.11.02 00:05:00 -
[19] - Quote
Medic 1879 wrote:I agree with modding weapons but not with the removal of damage mods from high slots. Agreed. No damage mods on weapons either. Heat sinks, scopes, stabilizers, different ammo types and other customizations are fair game.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Forlorn Destrier
Bullet Cluster Legacy Rising
2186
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Posted - 2013.11.02 00:06:00 -
[20] - Quote
Paran Tadec wrote:I feel that ultimately, this game will need to do away with the current weapon setups and replace it with an entirely new setup that offers full customization. Militia through proto tiers would remain, but function like suits do now. Ex: all AR would have the same base stats, except each increasing tier would have more modification points, in such a way that militia offers just the base weapon, std offers 1 mod, adv 2-3 and proto 4 or 5. Mods would include sights (red dot, holo, acog), dmg mods (which would be removed from the suits entirely), range and rof mods, grips and stocks, as well as secondary or underbarrel weapon functions (grenade launcher for minmatar, shotgun for gallente, missile launcher for caldari (think oneshot flaylock). Explosive weapons would have options for increasing blast radius through mods as well as dmg mods.
Weapons would also have the option of selecting an ammo type, tailoring it to fit a certain resistance profile. Imagine carrying 2 smgs, one fitted to take down shields with EMP ammo and another with roudns for armor.
Of course, suit will need to be rebalanced to account for the removal of dmg mods.
thoughts?
will be adding more to flesh this out some
Agreed! We always expected different damage types in line with Eve. Well thought out. +77
The time of your legacy is here. Will you rise?
Join Legacy Rising
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Forlorn Destrier
Bullet Cluster Legacy Rising
2186
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Posted - 2013.11.02 00:09:00 -
[21] - Quote
Cosgar wrote:Medic 1879 wrote:I agree with modding weapons but not with the removal of damage mods from high slots. Agreed. No damage mods on weapons either. Heat sinks, scopes, stabilizers, different ammo types and other customizations are fair game.
+1 for the signature
The time of your legacy is here. Will you rise?
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Assert Dominance
MoIden Heath PoIice Department EoN.
420
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Posted - 2013.11.02 00:14:00 -
[22] - Quote
The ammo types should stay based on racial weapons right? Emp ammo on sr would gimp shields completely. But i would love exented mag on my breach shotgun.
Put glaze on that bun.
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Paran Tadec
Ancient Exiles
1545
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Posted - 2013.11.02 00:42:00 -
[23] - Quote
Slag Emberforge wrote:I have seen a lot of these threads, he'll I've made a couple related myself.
With that said this one seems to be just a bit better thought out than the rest, and I really like the concept of damage mods or "weapon upgrades" actually being loaded onto the weapon itself. It just makes sense.
Minmatar grenade launcher, or Flaylock would certainly fit but it wouldn't make too much sense for Caldari.
My reflex is to hear Caldari and cry out rail gun, but attachment would have to be cleverly worked otherwise it would end up either completely useless in combat (due to charge time) or over powered (storing a charge and then will end up being the "opener" shot in every encounter)
Overall +10
Idea for the caldari flaylock is that caldari favor rails and missiles (I beleive in eve they orginally only had missile ships). The thing about an underslung flaylock is that you'd get a nice quick follow up finishing blow, especially if you got caught offguard in close range with the rail rifle.
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
Ancient Exiles
1545
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Posted - 2013.11.02 00:47:00 -
[24] - Quote
Assert Dominance wrote:The ammo types should stay based on racial weapons right? Emp ammo on sr would gimp shields completely. But i would love exented mag on my breach shotgun.
Ammo would be based on racial equivilents from EVE. EMP is type of minmatar ammo.
https://wiki.eveonline.com/en/wiki/Weapons_guide scroll down a bit this will give you an idea. Amarr change laser crystals to change range, while minmatar can change dmg type. Just change the downside from a cap penalty to a fitting penalty.
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
Ancient Exiles
1545
|
Posted - 2013.11.02 00:57:00 -
[25] - Quote
Cosgar wrote:Medic 1879 wrote:I agree with modding weapons but not with the removal of damage mods from high slots. Agreed. No damage mods on weapons either. Heat sinks, scopes, stabilizers, different ammo types and other customizations are fair game.
Keep in mind, you can now allow races to tank better AND have decent weapons. In eve, dmg mods go in the low slots, so dust's system doesnt make sense. You can also limit weapons to certain types of mods, as in, allowing AR's only one slot for a dmg mod or a range mod, but not both as they would go in the same slot.
For example, we can remove some low slots from Caldari suits, so they cant armor tank, while they get to keep their high slots, which are now freed up for shield mods. At the same time, you'd have the option of adding to your weapon either a Dmg mod, a RoF mod, or a range mod, as well as different ammo types.
We can take this system a step further and allow you to select a dropsuit and weapon at the time of spawning, freeing up the number of dropsuits you have to have saved. (I have multiple variants of my assault and logi suits with every gun and ever equipment setup for every situation. Its about 30 setups)
Bittervet Proficiency V
thanks logibro!
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Operative 1171 Aajli
Bragian Order Amarr Empire
683
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Posted - 2013.11.02 01:08:00 -
[26] - Quote
Hmm, something EVE has never had. I'd imagine we'll see that in NEVER!
I used to be a tanker; but, then I took a swarm to the tread.
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Chunky Munkey
Amarr Templars Amarr Empire
1972
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Posted - 2013.11.02 01:23:00 -
[27] - Quote
I like this. Instead of Tac ARs or assault ScRs, they could just be customisation option for the weapon.
Damage mods could instead become upgrade mods in a similar fashion to CPU & PG upgrades to suits. |
Dagger-Two
Villore Joint Task Force Villore Accords
124
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Posted - 2013.11.02 01:25:00 -
[28] - Quote
Actually, removing damage modules from suits and making them weapon options makes a lot of sense (I mean, mounting something on your suit to make your gun better sure doesn't).
The best way to go about this would be a 'calibration' system similar to EVE. A weapon has a certain number of calibration slots (could be different depending on the tier of weapon, and I don't just mean more slots for higher tiers) and a certain number of actual calibration points.
Weapon Upgrades like Heat Sinks, Magnetic Field Stabilizers, Gyrostabilizers, Ballistic Controls, etc (could easily make up more) would be fitted to the weapon itself, at the cost of using the weapons calibration points.
Now, some of these upgrades would use more calibration than others, preventing the use of too many of certain modules.
For example: a weapon has 300 calibration points and 3 slots. A damage-enhancing mod costs 150, meaning that fitting 3 is impossible. This is exactly the system that exists in EVE right now for ship 'rigs', and works very well to enhance ships while not making them completely broken.
With a system like this, CPU and PG on the suits would have to be cut down a bit to account for the loss of certain modules, which is not a bad thing at all. I am a firm believer that most weapons should not use suit PG/CPU at all, the overall numbers should be cut to compensate, but then weapons would have to undergo 'tiericide' as has been discussed in other threads, which I believe is also a good idea. |
Xender17
MoIden Heath PoIice Department EoN.
883
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Posted - 2013.11.02 01:30:00 -
[29] - Quote
Paran Tadec wrote:jenza aranda wrote:SoonGäó Winter update soon or SP rollover system soon? Jets, jet pack, speeder bike, and fighting on titans soon.
What the fox say?
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Slag Emberforge
Immortal Retribution
113
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Posted - 2013.11.02 13:09:00 -
[30] - Quote
Bump |
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Niuvo
NECROM0NGERS
697
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Posted - 2013.11.02 13:19:00 -
[31] - Quote
We customize dropsuits with dropsuit mods. (remove damage mods) Let us customize our weapons with weapon mods. good idea. This will create more advantages to try and have. Or just overall fun with creating a weapon that you like. This will also create new "isk sink" and the price for that fitting will increase. |
Slag Emberforge
Immortal Retribution
114
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Posted - 2013.11.03 02:24:00 -
[32] - Quote
Shameless 2nd bump.
Moving to a weapon fitting model would also make it easier to go through the Tiericide that will eventually happen in Dust anyways, the difference being is characters will gain a new level of modularity and customization.
Really like the ability to tear apart weapons for parts too, gives a good use for all that salvage I pickup but will never use. |
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