Magpie Raven
ZionTCD Public Disorder.
287
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Posted - 2013.11.20 21:58:00 -
[1] - Quote
It seems like the philosophy that CCP is going with for vehicle is that they only become powerful through the use of modules. Id like to see a similar thing be implemented for our weapons. Weapon customization will eventually make its way into Dust. But it needs to be done in a way that its a little deeper than just slapping on a scope and giving it a pretty color.
Instead of increasing damage for every tier, let us customize our guns the way we like making it more powerful through the use of modules. They should all have the same base stats. The only difference between Basic and Proto is the number of mods you can use to alter the guns performance Ex. Militia= 0 Basic= 2 Advanced= 3 Proto= 5
There should be 2 types of mods. External: Includes scopes, silencers, grips, magazines, compensator etc. These give small bonuses to various aspects of the weapon such as accuracy, recoil, dispersion, and damage type/reload speed. Internal: These are modules that effect the internal workings of the weapon that grant much larger bonuses to the gun but also carry penalties as well. They will modify damage, RoF, heat buildup, recoil, and accuracy.
It would be interesting if the mods affected each weapon type a little differently. Here is a concept I came up with Damage Amplifier Pro- Increases damage Con- Rail tech: Increase charge time, Blaster tech: Decrease RoF, Laser tech: Increase Heat buildup, Projectile tech: Increase recoil/kick The reasoning for rail tech is that it would take longer to buildup the necessary energy to fire the rounds harder. The others I think are self explanatory Heat Sink Pro- Less heat buildup Con- Laser tech: decrease damage, Projectile tech: decrease RoF
Or you could go with generic increase damage, decrease RoF type balancing. But that's boring
This gives the merc more control over his weapon. A proto weapon could have room for 5 slots. 2 internal and 3 external. The negative aspects of an Internal mod could be compensated for with an External one. Ex. Damage mod increases recoil on Combat rifle by 10%. The player could fit a foregrip and compensator that counteracts the negative effect by 5%. Or a mod that increases RoF but also decreases accuracy could be counteracted with a Red dot.
Its is important though that smart fitting can only diminish penalties not negate them entirely. Customization should not be made difficult to get into through a high skill multiplier. Let most External mods be unlocked at lvl 1 except things like Night vision scopes, ammo types etc. and let Internals mods be unlocked at lvl 3 External mods
All weapons should be customizable. However certain types may be more customizable than others. HMG may only have 2 where AR has 4, Sniper Rifle has 3, etc. Also the ratio of External to Internal mods would be important to consider
Note: I hate tiers. I believe they are a root cause of the imbalances in this game and customization could help mitigate the issue. Also I dont think in numbers. I deal with concepts and Ideas so dont take any stats I said literally. They are just to get the point across. |