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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.30 20:48:00 -
[1] - Quote
Okay reworked the entire idea here it goes.
Weapon attachments will be broken down into two major systems.
Minor System
This new system introduces a Rig system for weapons each weapon has limited number of rigs based on size and function. Rigs consume a new Resource Calibration, every weapon has a varying level of calibration, some specific variety of weapons will be calibation friendly but reliant on being modded to match performance.
Weapons can be customized by going into fitting and 'editing' weapon this puts a wrench icon by the guns name indicating its been modified from original manufactures specifications and allow it to be renamed from assests/fitting. Any attached rig is considered 'pernament' for that rifle build, uninstalling it would destroy both gun and modification as when you rig a rifle you typically remove the original manufacters parts to do so. Thus the process makes it irreversable to modify back to originally built nanobot constructed weapon.
Minor weapon attachments are considered 'performance enhancing' addons that add stats to certain aeras of the gun while removing performance from others. For example Heavy Barrel increases damage but reduces rate of fire and slower handeling speed while consume a fair amount of calibration. 'Comsetic' types of rigs have no penalites what so ever other than replacing color or style in question such as different dots for scopes and paint schemes.
Scopes that are 'cosmetic' will cost minimally such as blue cross and green dot Scopes that are function will cost marginally more. Ir Infrared, Xray, EOD scopes Barrels effect the range or damage properties. Mechanism effect Rate of Fire. Computers adjust fittings. Heatsinks reduces heat build up. Interrupts slows down rate of fire which increases control and damage. Isk Camo Paint. AUR Camo Paint
Requires Mechanic and Customizing skills under the mechanic catagory. Customizing level increases the amount of available weapon calibration and access to various level of attachments. Some attachments have additional requirements such as functional scopes requires sensor upgrades.
Two or more similar rigs can be installed but are all subject to stacking penalties on the bonuses.
Major Systems
Major systems are extremly large modifications to the weapon that alters its function entirely thus cannot fit within the rigging scheme, some also has such as massive performance boost that requires outside assistance to obtain such as damage computers which calcuates the best way to hit a person increasing the damage (ie. the existing damage modules.) Most of these can swing the performance of the weapon to new areas thus must require a sacrifice on the dropsuit for its convience. Some of these systems pass themselves off as regular modules but dramatically modify weapon's performance as well current example would be the light weapon damage modules.
Major systems have thier own CPU and Grid consumption and are not subject to thier own modding.
Grenade Launchers: are installed in the Grenade Slot and replaces the throw grenade button to fire it quickly.
Bandolier: gives the dropsuit an entire satchel of extra additional ammo and a spare grenade, costs an equipment slot
'Shotgun' Attachment: take up a sidearm, allows quick swap weapons to access the weapon extremly quick to finish off foes.
Gryostabilizer: significantly recudes sway and kick and its installed in the high slot to control arm motors and compete against damage modules.
Flex Memory (aka Quickdraw) : Enhances muscle memory of weapon handeling reducing equiping, aim down sight, sight to hip, run recovery, and reload speeds of the weapon, fits in the low slot to compete against biotics and consumes a fair amount of cpu.
Unlike rigs these can be easily uninstalled and replaced without loss of either item.
These weapon addons require a skill that will likely be share one with a similar skill to use each of them and a certain level of mechanics for example grenade launcher requires training in explosives. Bandolier requires nanocircuitry.
Remember this isnt meant to make guns 'super' sized either so there has to be careful consideration on what gets boosted and what gets neglected for fitting such if they're weapon altering.
Your thoughts and possibly other attachments you can think of? |
Khun-Al
135
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Posted - 2012.07.30 21:03:00 -
[2] - Quote
bayonets for quicker melee attacks |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.30 21:08:00 -
[3] - Quote
Khun-Al wrote:bayonets for quicker melee attacks
Rather have much longer reach, what slot should it cost? |
Khun-Al
135
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Posted - 2012.07.30 21:13:00 -
[4] - Quote
i am still hoping for melee weapons slots and they would be instead of this slot. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.07.30 21:17:00 -
[5] - Quote
Why should it complete remove a slot? Why not just require cpu/pg that would be more inline with the eve roots. Scopes, stabilizers, silincers and the like shouldnt eat up tomuch more cpu/pg however underbarrels should use a good bit of cpu/pg. Im all for weapon customization, however it shouldnt remove a slot simple use cpu/pg |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.30 21:31:00 -
[6] - Quote
Avenger 245 wrote:Why should it complete remove a slot? Why not just require cpu/pg that would be more inline with the eve roots. Scopes, stabilizers, silincers and the like shouldnt eat up tomuch more cpu/pg however underbarrels should use a good bit of cpu/pg. Im all for weapon customization, however it shouldnt remove a slot simple use cpu/pg
As I stated in one example a grenade launcher would be an additional weapon, unlike eve having another weapon can easily cover a weakness a dropsuit has. So any attachment that covers up a weakness needs to open up another one. Also it gets around the current complciation of making weapons tech 3 styled by using additional modules that fit in these slots. |
VigSniper101
204
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Posted - 2012.07.30 21:33:00 -
[7] - Quote
Avenger 245 wrote:Why should it complete remove a slot? Why not just require cpu/pg that would be more inline with the eve roots. Scopes, stabilizers, silincers and the like shouldnt eat up tomuch more cpu/pg however underbarrels should use a good bit of cpu/pg. Im all for weapon customization, however it shouldnt remove a slot simple use cpu/pg
I like this a lot.
As for more other then those listed; -Thermal Enchancement -Night Scope -Laser Sighting -Silencer -Increased Mag Clip Size -Pistol/Rifle Grenades -Compensator vs Recoil
You know, things that exist today...but with a little more power.
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Sebastian Amlacher
13
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Posted - 2012.07.30 21:39:00 -
[8] - Quote
What would you say if there is a merc with proto ar, grenade launcher, 2 sidearms nearly no kick etc. standing in front of you? It is just to be fair. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.30 21:43:00 -
[9] - Quote
Sebastian Amlacher wrote:What would you say if there is a merc with proto ar, grenade launcher, 2 sidearms nearly no kick etc. standing in front of you? It is just to be fair.
My thoughts exactly somone with two fully decked out weapons + grenades + equipment can be extremly powerful or extremly cluttered.
Look at this way, they're additional modules that attach to the gun directly.
Grenade Launcher would be found in the grenades catagory of the market, and only compatible with rifle type weapons.
Scopes would be found in equipment.
ect ect. You buy these and equip them on the suit and they will appear on the gun.
Dual Weilding wouldnt have to be an attachment for example you just equip two side arms instead. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.31 02:36:00 -
[10] - Quote
Youe full decked out guy wouldnt be possible because of the cpu/pg requirements which easly.balance it out rather than making them fill powerslots in your suit. Besides limiting each weapon to one attachment would.work too. |
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XBARTX99
WarRavens
11
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Posted - 2012.07.31 03:14:00 -
[11] - Quote
attachments should have no switch time from weapon to weapon for instance AR and SMG it takes time to switch in between but AR and underbarrel shotgun attachment should have 1 or 2 shots(short clip at cost of speed of reaction) |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.31 06:15:00 -
[12] - Quote
If they add a system for weapon attachments, underbarrel grenade launchers could be used in a similar manner to how Brink did them (not a very good game, but there were some good ideas). You have a grenade attachment on your AR, and when you press the button which would normally throw a grenade with a timer, you instead fire the grenade from the underbarrel launcher, and it detonates on impact. Longer range than a throw, and different fuse, but uses the same grenade stock, and has the same effect as the grenade you're firing. So with AV grenades, you'd have a smaller blast radius and more damage, and with EMP grenades (if/when they show up), you get the blast of sparkly light-shows happening, and with a web grenade (again, when they show up), you'll see everything in the area getting webbed.
But that gets into trouble when you consider that we already have impact-detonated grenades... Until you realise they have shorter throw range than you'd have with the launcher. |
Sebastian Amlacher
13
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Posted - 2012.07.31 12:46:00 -
[13] - Quote
Iron Wolf Saber wrote:Sebastian Amlacher wrote:What would you say if there is a merc with proto ar, grenade launcher, 2 sidearms nearly no kick etc. standing in front of you? It is just to be fair. My thoughts exactly somone with two fully decked out weapons + grenades + equipment can be extremly powerful or extremly cluttered. Look at this way, they're additional modules that attach to the gun directly. Grenade Launcher would be found in the grenades catagory of the market, and only compatible with rifle type weapons. Scopes would be found in equipment. ect ect. You buy these and equip them on the suit and they will appear on the gun. Dual Weilding wouldnt have to be an attachment for example you just equip two side arms instead.
I meant this as arguments against Avenger245s post above.
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Khun-Al
135
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Posted - 2012.07.31 13:13:00 -
[14] - Quote
VigSniper101 wrote:Avenger 245 wrote:Why should it complete remove a slot? Why not just require cpu/pg that would be more inline with the eve roots. Scopes, stabilizers, silincers and the like shouldnt eat up tomuch more cpu/pg however underbarrels should use a good bit of cpu/pg. Im all for weapon customization, however it shouldnt remove a slot simple use cpu/pg I like this a lot. As for more other then those listed; -Thermal Enchancement -Night Scope -Laser Sighting -Silencer -Increased Mag Clip Size -Pistol/Rifle Grenades -Compensator vs Recoil You know, things that exist today...but with a little more power.
Khun-Al wrote:Weapons: Weapons and turrets should have customizeable parts to increase some stats or reduce PG and CPU cost. We should be able to change the mag to increase ammo, the loading mechanism to increase rate of fire, bullets to increase damage and range, barrels to shoot more accurate and increase range, muzzle to decrease its recoil, noise and muzzle flash and the hull to reduce weight. Those that increase stats need a lot of CPU and PG so you can mount just a few or mount some that take fewer PG and CPU than the standard parts to make the weapon not too PG and CPU expensive. Different types of scopes are cheap because they give just the ability to personalize and some to zoom. There should also be additional parts which replace grenades, sidearms or melee weapons. There should be melee weapons which replace the normal melee weapon and are mounted on the muzzle, launchers that replace grenades and are mounted under the barrel and special weapons that replace the sidearm weapon which are just fitable on light weapons. They have the advantage that you swap faster to them respectively they throw the grenade farer. There should be more types of grenades like EMP-Grenades which paralyze mercs and vessels, nanite grenades which create a fog with nanites that damages everyone inside it, smoke grenade or dazzle grenades. They could also be fitted like you choose a hull and detonator which effects the ignition, a explosive which has a effect on the explosion range and power and an effect. There should be more types of melee weapons like tasers, poison injectors or just fists. There should be more types of sidearm weapons like a flame thrower, a nanite sprayer that work like a nanite grenade inside or an electric pulse battery that creates a flash which jumps to every metal part within a certain range and paralyzes mercs and vessels and this a few times until its energy isnt strong enough anymore.They should also have interchangeable mags loading mechanisms, bullets, barrels, muzzles, hulls and scopes
I ve already posted this here a bit more detailed. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.31 14:19:00 -
[15] - Quote
Khun-al we all know you have a thread for every thing if we want to discuss your idea then we would post on.
I just dont think weapon customization should take up a slot , we should be able to change subsystem on the guns kinda like tech 3 ships in eve. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.31 14:29:00 -
[16] - Quote
For what is worth feel free to use my list here. |
Khun-Al
135
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Posted - 2012.07.31 16:05:00 -
[17] - Quote
Avenger 245 wrote: I just dont think weapon customization should take up a slot , we should be able to change subsystem on the guns kinda like tech 3 ships in eve.
I am for a system like this too. Those system which are responsible for stats like RoF etc. are interchanged but additional weapons should be instead of something other too. If every weapon and grenade has changeable subsystems you can mount for example a launcher on the weapon which fires a grenade with the same subsystems and stats like your grenade has. The total amount of costs for this system are the costs for your grenades plus the costs of the launcher. I think you just misunderstood what he meant with remove a slot. It is used to throw your grenade instead of throwing your grenade yourself. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.31 16:37:00 -
[18] - Quote
Know I know what he means... Maybe. The op is saying that weapon attachments would fall into the sidearm, grenade med and low power slots and the attachments would fill the place of dropsuit modules. The subsystem idea buried somewhere in the forums, is saying the guns could have "rigging slot" specificly for weapon attachments and each subsystem consume calibration points. So rather than filling side arm slots or some other slots it would filled speice weapon rigging slots.
Of course the weapon attachments that give a major advantage would eat up huge calibration and such. But a player could still deck.out his weapon and still jave his other slots avalable. |
Renzo Kuken
Seraphim Initiative. CRONOS.
369
|
Posted - 2012.07.31 16:38:00 -
[19] - Quote
Iron Wolf Saber wrote:I think its a wonderful idea to give light class weapons some additional customization at the cost of the side arm slot (as in its a module that fits in the sidearm slot instead of other side arm types and require an appropirate weapon to attach to)
Reasoning for this was that originally I thought about grenade launchers for the unlreased gauss laser and plasma rifles but how would to manage the attachment without making a soldier 'super' in everything.
Eve online has always charge convience with an inconvience, for example you really cant tank armor and speed tanks you cant really shield and damage tank.
So it got me thinking more and just eventualy say make all attachments cost another slot somewhere else more in favor of its type and drawbacks.
Here are some examples
Grenade Launchers - Grenade Slot, use grenade throw to activate and fire Spare Clips - Low Slot - This reduces HP endurance Heat Sinks - High Slot - This competes against damage mods Special Sensor 'scopes' - Equipment 'Shotgun' Attachment - Sidearm, swap weapons to access Gryostabilizer - Recudes sway and kick, High slot. Custom scopes - Head Slot.
Your thoughts and possibly other attachments you can think of? STOP CALLING IT A CLIP!!! AHHHHHHHHHHHHHHHHHHHH
MAG MAG MAG MAG MAGAEFFINGZINE AHHHHHHHHH
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Maken Tosch
263
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Posted - 2012.07.31 16:48:00 -
[20] - Quote
I don't think this is practical. I mean, an extra piece of equipment fitted on a weapon would definitely require some extra CPU/PG, wouldn't it? |
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VicBoss
Militaires-Sans-Frontieres
135
|
Posted - 2012.07.31 16:59:00 -
[21] - Quote
only way this is possible, have a rigging system where everything from scopes to rof is adjustable but results in a cpu/pg cost. If it takes up the spot of a low or high power slot that will kill the use for said attachments and they will never be used. nothing says i cant have a grenade, and a grenade launcher, possibly outfitted with different grenades.
ANYWAY main point here is make it take up more cpu/pg, anything else and that either A dosent make sense or B would be a MAJOR PAIN, |
Khun-Al
135
|
Posted - 2012.07.31 19:10:00 -
[22] - Quote
VicBoss wrote:only way this is possible, have a rigging system where everything from scopes to rof is adjustable but results in a cpu/pg cost.[...] nothing says i cant have a grenade, and a grenade launcher, possibly outfitted with different grenades.
Thats what i meant but if you have two different grenades etc. you are good against everything and then it doesnt matter what your suit is for. Nothing says that you cant have both but why should i throw a grenade if i can use a grenade launcher. Nothing says that i cant carry an ar, a swarmlauncher and a massdriver with me but why isnt this in the game? Because then the classes are meaningless.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.01 03:49:00 -
[23] - Quote
If they do a rig system, they can add in calibration to adjust for the types of addons you can have on weapons we can have the lesser impact modules there such as the scopes, stock receiver ect ect. The things that slightly adjust performacne of the gun.
However I think any module that drastically alters the function of the gun should continue to remain a slot consumption for its fitting.
Ill sit down and rethink this again. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.01 04:05:00 -
[24] - Quote
Re read the OP if you havent, entire idea reworked based on feedback. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.01 04:27:00 -
[25] - Quote
Wolf most of that sounds doable but I have to ask have you ever player eve? The rigging slots for the ships is on the ships fitting screen I figured it be easier to do it how eve already does it but rather than sub system filling rigging slots attachments would fill them.
But yeah I support this thread +1 for good idea and +1 for wolf for lisitning to other poster |
Sebastian Amlacher
13
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Posted - 2012.08.01 11:40:00 -
[26] - Quote
The bandoliere and the gyrostabilizer are not really weapon attachment they are normal modules. Weapon customization is for me modifiing the weapon not building somthing that has an effect on the weapon. The minor system is okay but not everything must decrease another stat too. A barrel has nothing to do with the rof or damage it could change range, spread and heating. They could be like rigs in eve not able to remove without destroying the weapon. The major system should include just things you add to the weapon like scopes, launchers, sidearms, flashlights or laser pointers. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.01 12:56:00 -
[27] - Quote
Sebastian Amlacher wrote:The bandoliere and the gyrostabilizer are not really weapon attachment they are normal modules. Weapon customization is for me modifiing the weapon not building somthing that has an effect on the weapon. The minor system is okay but not everything must decrease another stat too. A barrel has nothing to do with the rof or damage it could change range, spread and heating. They could be like rigs in eve not able to remove without destroying the weapon. The major system should include just things you add to the weapon like scopes, launchers, sidearms, flashlights or laser pointers.
Actually it could, Heavier barrels would be harder to cooldown and cannot take the constant pressure as much. Also in a higher tech envrionment we could be very well be talking amatuers, rails, relays, focals when it comes to barrels.
Reason why I said decrease another stat (or increase an undesired one such as increase CPU fitting) is the way eve online works with rigs as well they typically penalize another weapons its to seriously discourage stacking mods as well twoards a singular goal.
The reasoning why rig removal destroys the gun is becuase you no longer have the original part to restore back into the gun. Thought it would seem silly for scope attachments some guns still had scopes installed.
I wanted the minor systems to be just small addons they really dont add that much more function to the gun overall, now this is where it gets tricky, a flashlight for example could potentially have a flash bang effect to it this would shift it over to a major system. But if its just illumination then it remains a minor. |
aden slayer
ZionTCD Legacy Rising
407
|
Posted - 2012.08.01 13:04:00 -
[28] - Quote
What about ammo types? |
Sebastian Amlacher
13
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Posted - 2012.08.01 14:38:00 -
[29] - Quote
Iron Wolf Saber wrote:Sebastian Amlacher wrote:The bandoliere and the gyrostabilizer are not really weapon attachment they are normal modules. Weapon customization is for me modifiing the weapon not building somthing that has an effect on the weapon. The minor system is okay but not everything must decrease another stat too. A barrel has nothing to do with the rof or damage it could change range, spread and heating. They could be like rigs in eve not able to remove without destroying the weapon. The major system should include just things you add to the weapon like scopes, launchers, sidearms, flashlights or laser pointers. Actually it could, Heavier barrels would be harder to cooldown and cannot take the constant pressure as much. Also in a higher tech envrionment we could be very well be talking amatuers, rails, relays, focals when it comes to barrels. Reason why I said decrease another stat (or increase an undesired one such as increase CPU fitting) is the way eve online works with rigs as well they typically penalize another weapons its to seriously discourage stacking mods as well twoards a singular goal. The reasoning why rig removal destroys the gun is becuase you no longer have the original part to restore back into the gun. Thought it would seem silly for scope attachments some guns still had scopes installed. I wanted the minor systems to be just small addons they really dont add that much more function to the gun overall, now this is where it gets tricky, a flashlight for example could potentially have a flash bang effect to it this would shift it over to a major system. But if its just illumination then it remains a minor.
They should decrease another stat but it should be realistic. The only thing that could change the damage would be the ammo and the speed of the bullet. Barrels: + range, spread - overheating Mechanism: + rof - kick Hull: + overheating - kick Mag: + ammo - rof Muzzle: +kick, muzzle flash, noise -spread, range They should have also an inverted version.
The weapon should just be destroyed by removing minor customs. You should be able to remove major customs without any problems because they are just added. If you put a scope on a weapon you dont remove back and front sight you put the scope over them. If you mean the standard scope of ARs and sniper rifles they could have them on default and if you remove them then they have back and front sight too.
Even if its just a flashlight it adds a function so it would be a major. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.01 17:15:00 -
[30] - Quote
Sebastian Amlacher wrote:Iron Wolf Saber wrote:Sebastian Amlacher wrote:The bandoliere and the gyrostabilizer are not really weapon attachment they are normal modules. Weapon customization is for me modifiing the weapon not building somthing that has an effect on the weapon. The minor system is okay but not everything must decrease another stat too. A barrel has nothing to do with the rof or damage it could change range, spread and heating. They could be like rigs in eve not able to remove without destroying the weapon. The major system should include just things you add to the weapon like scopes, launchers, sidearms, flashlights or laser pointers. Actually it could, Heavier barrels would be harder to cooldown and cannot take the constant pressure as much. Also in a higher tech envrionment we could be very well be talking amatuers, rails, relays, focals when it comes to barrels. Reason why I said decrease another stat (or increase an undesired one such as increase CPU fitting) is the way eve online works with rigs as well they typically penalize another weapons its to seriously discourage stacking mods as well twoards a singular goal. The reasoning why rig removal destroys the gun is becuase you no longer have the original part to restore back into the gun. Thought it would seem silly for scope attachments some guns still had scopes installed. I wanted the minor systems to be just small addons they really dont add that much more function to the gun overall, now this is where it gets tricky, a flashlight for example could potentially have a flash bang effect to it this would shift it over to a major system. But if its just illumination then it remains a minor. They should decrease another stat but it should be realistic. The only thing that could change the damage would be the ammo and the speed of the bullet. Barrels: + range, spread - overheating Mechanism: + rof - kick Hull: + overheating - kick Mag: + ammo - rof Muzzle: +kick, muzzle flash, noise -spread, range They should have also an inverted version. The weapon should just be destroyed by removing minor customs. You should be able to remove major customs without any problems because they are just added. If you put a scope on a weapon you dont remove back and front sight you put the scope over them. If you mean the standard scope of ARs and sniper rifles they could have them on default and if you remove them then they have back and front sight too. Even if its just a flashlight it adds a function so it would be a major.
Some of guns have built in scopes though it also has reason the belive they have computer tie ins as well so a scope replament may require replacing the computer as well. |
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Khun-Al
135
|
Posted - 2012.08.01 20:14:00 -
[31] - Quote
The computer could be integrated in the scope. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.01 21:33:00 -
[32] - Quote
Not if the scope is a direct helmet feeder which it would require it to relay the information though the handles. So likely guns with scopes preinstalled (the gallente one comes to mind) are built this way. Also centralizing the computer reduces the power consumption and reducnancy reducing costs and the sorts. |
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