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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.31 15:42:00 -
[1] - Quote
weapon customization Are hallmark of any fps game and one that I hope ccp has consider how to implement. Most of us want this added eventually including me but im impartial to how it should be implemented ill let discussion decided that however I think presenting the three suggested methods would give people.something to talk about as well as show my support for this.
1. subsystem/gunsmith: if any of you have played the new ghost recon then you know what this is if you not go youtube it. The idea is simple have each weapon a set stock and barrel and let the player add their own choice of scope, firing mechanism, reload ect. As well as attachments this type of gun would allow lots of player customization and each individual gun would cost different amounts of cpu/pg and not much else. I think this is would be a very cool system to have. its kinda similar to how tech 3 ships work in eve for a ccp example of this
2. Attachment Rigging: Is something from the eve side of things and any one who ever played eve would be familiar with the rig slots and calibration points. In dust rather than decking out our suits more rig slots would allow players to fit attachments to what ever gun they have equipped. Each attachment would eat up calibration points and some of the more powerful ones would also eat up cpu/pg. I think this system would be in line with the eve roots as well as tie into the economy well.
3. Attachment modules/Slots, are attachment that fill the place of slots consuming cpu/pg while adding on to our guns, for example the underbarrel grenade would fit in the grenade slot, silencer could fit in the medium slots ect. Now this system would have the advantage of being hard to abuse with a player having grenades smg assault+grenade launcher and going to town shredding everything. Now earlier I lied im not partial to this system and prefer the other two. So if someone can post a better less baised opinion down below.id be more than happy to replace my rambling here.
4. Direct Addons: if you ever play EVE and put a script on a weapon then this is similer attachments would fit in the same slots as you weapon, like ammo or scripts in eve. this is a pretty easy to implement system
heres an updated version |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.08.01 00:05:00 -
[2] - Quote
Personally I vote for subsystems, and let cpu/pg be modified based on changes to the weapon. If a merc wants a OMG gun let them have at the cost of no cpu/pg remaining to mod their dropsuit. and make each weapon have a skill set that is required before you can modify it. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.30 12:40:00 -
[3] - Quote
Bump |
Verios 44
Tal-Romon Legion Amarr Empire
10
|
Posted - 2012.08.30 12:48:00 -
[4] - Quote
I like the idea of subssytems for weapon platforms. I would suggest adding skills for them like the subsystem skills in EVE.
for assault rifles for example
Assault Rifle Barrel Subsystems Assault Rifle Under Rack Subsystems and so on |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.08.30 13:21:00 -
[5] - Quote
I'm looking for far more specific subsystems than just the generic under-barrel. How about:
Reciever Slot: can modify caliber/rate of fire (no restrictions on matching caliber to weapons though you might not be able to have a magazine for a pistol shooting .50 cal sniper rounds, it would be limited to a hillariously high powered breach loading weapon with no mag) Mag slot: can modify mag size and certain sized mags will only work with certain sized recievers Stock slot: this would modify accuracy, stability and movement speed while zoomed but might also raise ammo capacity (options to include but not be limited to full, cut down, none, folding, etc...) Barrel slot: would modify range and accuracy at the expense/benefit of stability. Longer barrels would increase range and accuracy but decrease stability, or barrels with no rifling (ie smooth boar) would decrease both range and accuracy making a scrambler pistol into a type of shot gun) Under-Barrel Slot: All sorts of nifty add-ons to your weapon could be installed here from a light or a laser sight to a forearm grip and a grenade launcher. These options could add secondary weapon functionality but might modify weapon accuracy/stability (in a positive way in the case of forearm grips and tri-pods or a negative way in the case of grenade launchers or a under-barrel shot gun <-- because of the added weight of course). Equipment Rails: These are on the top of the gun and would be used to modify the base iron sights with scopes/red dots but this would be done at the cost of stability in the case of large attachments.
All of these slot options may or may not modify pg/cpu depending on the options selected but all of them will add to the price of the weapon. Remember that weapons of this nature would be inherently high level (tech 2 or 3?) since even pretty experienced firearms users don't typically modify their weapons' recievers. By setting large skill and possibly ISK barriers to weapon modification it would become a motivating goal for many Dusters but would not become a super dominant item on the field. How long will it take people to skill up to the point to meet the type 2/3 requirements after all; a while I'd hope. Also because of the sheer number of combinations people would probably use these mods to make pretty specialized weapons with reduced general utility.
Sorry if I'm a bit rambly here. I'm tired. I'll take the time to clean this up and make it more sensible (especially that last paragraph) later tonight when I am more functioning. This is the problem with posting during breakfast. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.30 13:57:00 -
[6] - Quote
This is about how you would put the attachment on your gun not about what they would be. But some good idea for attachment groups.
About barre attachments I think they should modify something and add a small bit of sway but should reduce another stat damage vs range for example
Are you supporting a rigging system or gunsmith system? |
Verios 44
Tal-Romon Legion Amarr Empire
10
|
Posted - 2012.08.30 14:13:00 -
[7] - Quote
should some modifications efect stability or weight of the weapon?
for example, you add a optic that allows faster ADS with less range. Would that module effect the weight of the weapon or only accuracy and range?
In relating to the skills that will effect these modifications, I believe they should give bonuses that lessen the negative aspects of modifying a weapon. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.30 15:49:00 -
[8] - Quote
I think all weapons could have a base weight with a sway to all weapons. Attachments would add wiegth and therefore increase sway.
Good idea verios |
Ranger SnakeBlood
38
|
Posted - 2012.08.30 20:19:00 -
[9] - Quote
+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth. |
Verios 44
Tal-Romon Legion Amarr Empire
10
|
Posted - 2012.08.30 21:11:00 -
[10] - Quote
Ranger SnakeBlood wrote:+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth.
I like the idea of a balancing system. How do you think the skills required to mod weapons work? I mean which perks would you give through the skills?
Such as would the skills have a impact on overal modification preformance or give less of their negative effect? |
|
Ranger SnakeBlood
38
|
Posted - 2012.08.30 21:27:00 -
[11] - Quote
Verios 44 wrote:Ranger SnakeBlood wrote:+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth. I like the idea of a balancing system. How do you think the skills required to mod weapons work? I mean which perks would you give through the skills? Such as would the skills have a impact on overal modification preformance or give less of their negative effect?
Skill to modify weapons probably weaponry and or mechanical/engineering as for the advantages of the skills if it increased the positive effect it should also increase the negative in my opinion but i think the stats of the positives and negatives of modifications should be standard set to remain balanced as for what the skills should increase perhaps if you could not switch out certain parts of the gun until you have enough skills or the higher the skill the better equipment you can put on
NOTE when i say better equipment i mean still balanced for example if a standard high pressure gas system to increase rof has 10% bonus to ROF anda 10% increase to recoil to balence it then a high end mabye T2 high preasuse gas system should do 20% bonus to ROF with a 20% increase to recoil rather than 20% to 10% ratio this could lead to long term balancing issues and or nessesery l33t set ups that make other fits fail is a aspect of this system i would rather avoid if at all possible
|
Verios 44
Tal-Romon Legion Amarr Empire
10
|
Posted - 2012.08.30 21:40:00 -
[12] - Quote
Ranger SnakeBlood wrote:Verios 44 wrote:Ranger SnakeBlood wrote:+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth. I like the idea of a balancing system. How do you think the skills required to mod weapons work? I mean which perks would you give through the skills? Such as would the skills have a impact on overal modification preformance or give less of their negative effect? Skill to modify weapons probably weaponry and or mechanical/engineering as for the advantages of the skills if it increased the positive effect it should also increase the negative in my opinion but i think the stats of the positives and negatives of modifications should be standard set to remain balanced as for what the skills should increase perhaps if you could not switch out certain parts of the gun until you have enough skills or the higher the skill the better equipment you can put on NOTE when i say better equipment i mean still balanced for example if a standard high pressure gas system to increase rof has 10% bonus to ROF anda 10% increase to recoil to balence it then a high end mabye T2 high preasuse gas system should do 20% bonus to ROF with a 20% increase to recoil rather than 20% to 10% ratio this could lead to long term balancing issues and or nessesery l33t set ups that make other fits fail is a aspect of this system i would rather avoid if at all possible
That sounds like a winning solution to me. It kindof reminds me of T2 ships and or weapons in EVE. You get bonuses in one area but negatives in another to balance it out. |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.08.30 22:09:00 -
[13] - Quote
Ranger SnakeBlood wrote:Verios 44 wrote:Ranger SnakeBlood wrote:+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth. I like the idea of a balancing system. How do you think the skills required to mod weapons work? I mean which perks would you give through the skills? Such as would the skills have a impact on overal modification preformance or give less of their negative effect? Skill to modify weapons probably weaponry and or mechanical/engineering as for the advantages of the skills if it increased the positive effect it should also increase the negative in my opinion but i think the stats of the positives and negatives of modifications should be standard set to remain balanced as for what the skills should increase perhaps if you could not switch out certain parts of the gun until you have enough skills or the higher the skill the better equipment you can put on NOTE when i say better equipment i mean still balanced for example if a standard high pressure gas system to increase rof has 10% bonus to ROF anda 10% increase to recoil to balence it then a high end mabye T2 high preasuse gas system should do 20% bonus to ROF with a 20% increase to recoil rather than 20% to 10% ratio this could lead to long term balancing issues and or nessesery l33t set ups that make other fits fail is a aspect of this system i would rather avoid if at all possible great idea but I would still say let the pg/cpu requirements be changed depending on how you mod the weapon... It would mean you could make an amazing weapon but to use it would require you to sacrifice other mods, as well as giving a particular stat that the "gunsmithing" skill tree could interact with. To be more plain let the different "gunsmith" skills decrease the changes to cpu/pg requirements of a moded weapons kinda like the "sidearm/light/heavy weapon upgrade" skill does already. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.31 01:56:00 -
[14] - Quote
Wow surprised so many support the subsytem idea, I personally prefer the rigging system because it would be fairly simple to take the existing rigging from eve and make it into a attachment system for dust. I also prefer it because of how it would easly balance into the economy, and wouldnt obsolete burst breach or tact. However I would love the gunsmith for all its custumability.
Just my take but all attachments/subsystem should come with a balancing negitive effect. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.08 00:26:00 -
[15] - Quote
Bump this back up, someone might have a different take
The thing about subsystem is that it wouldnt fit into the eve economy very well |
Spartan XXI
RED COLONIAL MARINES Covert Intervention
0
|
Posted - 2012.09.08 02:44:00 -
[16] - Quote
Wow! You guys already got this. I agree that the guns need to be more customizable now. I mean its awesome that our characters are customizable and i love that, but then they expect us to use guns that we cant do anything with??? With adding customization to guns, not just giving different verzions of guns in marketplace, this would 1.) make the game even deeper 2.) add more strategy 3.) make it more fun bc its YOUR gun when you can customize it. And by customize I dont mean add "tiger camo" or "gold camo" to gun. I agree with what the guys said abovel. Seems like if you dont have a higher assault rifle then you are screwed. Was going 5-10 with normal assault rifle, got better rifles with Aura (dont know how to spell it) and now I'm going 23-4... Thats great but it shouldnt be that big of a jump. |
byte modal
Algintal Core Gallente Federation
34
|
Posted - 2012.09.08 03:11:00 -
[17] - Quote
Mobius Kaethis wrote:I'm looking for far more specific subsystems than just the generic under-barrel. How about:
Reciever Slot: can modify caliber/rate of fire (no restrictions on matching caliber to weapons though you might not be able to have a magazine for a pistol shooting .50 cal sniper rounds, it would be limited to a hillariously high powered breach loading weapon with no mag) Mag slot: can modify mag size and certain sized mags will only work with certain sized recievers Stock slot: this would modify accuracy, stability and movement speed while zoomed but might also raise ammo capacity (options to include but not be limited to full, cut down, none, folding, etc...) Barrel slot: would modify range and accuracy at the expense/benefit of stability. Longer barrels would increase range and accuracy but decrease stability, or barrels with no rifling (ie smooth boar) would decrease both range and accuracy making a scrambler pistol into a type of shot gun) Under-Barrel Slot: All sorts of nifty add-ons to your weapon could be installed here from a light or a laser sight to a forearm grip and a grenade launcher. These options could add secondary weapon functionality but might modify weapon accuracy/stability (in a positive way in the case of forearm grips and tri-pods or a negative way in the case of grenade launchers or a under-barrel shot gun <-- because of the added weight of course). Equipment Rails: These are on the top of the gun and would be used to modify the base iron sights with scopes/red dots but this would be done at the cost of stability in the case of large attachments.
All of these slot options may or may not modify pg/cpu depending on the options selected but all of them will add to the price of the weapon. Remember that weapons of this nature would be inherently high level (tech 2 or 3?) since even pretty experienced firearms users don't typically modify their weapons' recievers. By setting large skill and possibly ISK barriers to weapon modification it would become a motivating goal for many Dusters but would not become a super dominant item on the field. How long will it take people to skill up to the point to meet the type 2/3 requirements after all; a while I'd hope. Also because of the sheer number of combinations people would probably use these mods to make pretty specialized weapons with reduced general utility.
Sorry if I'm a bit rambly here. I'm tired. I'll take the time to clean this up and make it more sensible (especially that last paragraph) later tonight when I am more functioning. This is the problem with posting during breakfast.
I honestly enjoyed reading this idea. I think the logic is very clear and I can see this becoming a new obsessive sub-game, if you will, for a small group of players. It may be a bit too complex, but I love the potential of such deep custimization and specializations at the cost of time and considerable Isk. I can even see this growing into a small market community of custom weaponry collectors and builders (kinda silly, but could happen). If I could passively earn the SP to test several options and builds for that perfect sniper rifle, this could be the only part of the game that gets my attention over time. Don't get me wrong, I'm thoroughly enjoying the BETA Dust514---bugs and all. But knowing my personality, I could easily get lost in this micro game of sorts.
Imteresting.
- me. |
Zoey Kiato
Algintal Core Gallente Federation
15
|
Posted - 2012.09.08 03:16:00 -
[18] - Quote
To Dev's: please do this it sounds amazing |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.09 03:30:00 -
[19] - Quote
More support |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.12 20:50:00 -
[20] - Quote
bump |
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Sdoots
Algintal Core Gallente Federation
7
|
Posted - 2012.09.12 22:26:00 -
[21] - Quote
I'd kind of like to see it take a few cues from the STALKER series.
Seeing as how we aren't looting bodies in the zone, parts would probably be more likely found via the salvage system or, of course, the marketplace. Then you go into your fittings, select the gun you want to deck out, and it opens up a window with three panels, one showing the weapon, one showing basic stats like recoil, rate of fire, that sort of stuff, and the other is a "grid" style inventory of all your attachments. You select what piece you want to attach, and it shows on the weapon in real time, so you see the cosmetic differences without having to go between various menus. More importantly, it also shows the change in the stats, also in real time. So you have the luxury of looking into all of your possible combinations without having to leave that one window, essentially.
I also think going absolutely nuts with it and having the "shell" of the whole system being your character sitting on the couch in his quarters working on his gun at the table would be freaking awesome, but I'd imagine that is a ton of work that would be better spent elsewhere. |
Hiseki Lionel
Algintal Core Gallente Federation
12
|
Posted - 2012.09.12 23:09:00 -
[22] - Quote
Sdoots wrote:I also think going absolutely nuts with it and having the "shell" of the whole system being your character sitting on the couch in his quarters working on his gun at the table would be freaking awesome, but I'd imagine that is a ton of work that would be better spent elsewhere.
I like the "shell" idea, it would be a kind of nice bit to actually see the gun change as your character changes a part. It's not really gonna make it move faster or anything, but it'd be like... A cosmetic change, something for later on during the final phase when they don't have to focus on any big bugs.
As for the rest, the Ghost Recon sounds like the best so far and it would be nice to be able to customize a weapon to fit your own play style more efficiently. Like for rifles, they may like to modify the burst to be a little bit steadier or perhaps they want more power in exchange for far reduced ROF. Something like the Battle Rifle of Halo, but instead of having a WHOLE NEW weapon to buy, stock up on, and fit and all that other crap. It can be a modified burst variant rifle that's been modified to fit a more specific play style.
Also, along with customizing guns parts it would also be nice to custom paint the gun. Maybe one way be a pattern you can put on it, and another would be a bonus for Move users where they can basically draw or spray paint on their gun, giving it a very custom look that's all their own. It might say "touch ****" for the players who don't have PS Move (like me, I ain't got one.) But it would still be fun to do for those who have it. It could even expand into a whole kind of sub career where mercs with the move controller will offer to custom paint and sell you rifles.
They could do that with the weapon customization as well. If the skills are very expensive it could mean that only very very very ******* veteran players could do it or those who spec in it. EVE is known for having a person able to do whatever they want, fill any role out there that needs filling. Why can't it be the same for here? A whole sub class of mercs who instead of fighting all the time, use their SP they earn to fill a role as a creator, customizer, or painter. |
Raiko Sai
PMW NATION
9
|
Posted - 2012.09.12 23:43:00 -
[23] - Quote
Avenger 245 wrote:weapon customization Are hallmark of any fps game and one that I hope ccp has consider how to implement. Most of us want this added eventually including me but im impartial to how it should be implemented ill let discussion decided that however I think presenting the three suggested methods would give people.something to talk about as well as show my support for this.
1. subsystem/gunsmith: if any of you have played the new ghost recon then you know what this is if you not go youtube it. The idea is simple have each weapon a set stock and barrel and let the player add their own choice of scope, firing mechanism, reload ect. As well as attachments this type of gun would allow lots of player customization and each individual gun would cost different amounts of cpu/pg and not much else. I think this is would be a very cool system to have. its kinda similar to how tech 3 ships work in eve for a ccp example of this
2. Attachment Rigging: Is something from the eve side of things and any one who ever played eve would be familiar with the rig slots and calibration points. In dust rather than decking out our suits more rig slots would allow players to fit attachments to what ever gun they have equipped. Each attachment would eat up calibration points and some of the more powerful ones would also eat up cpu/pg. I think this system would be in line with the eve roots as well as tie into the economy well.
3. Attachment modules/Slots, are attachment that fill the place of slots consuming cpu/pg while adding on to our guns, for example the underbarrel grenade would fit in the grenade slot, silencer could fit in the medium slots ect. Now this system would have the advantage of being hard to abuse with a player having grenades smg assault+grenade launcher and going to town shredding everything. Now earlier I lied im not partial to this system and prefer the other two. So if someone can post a better less baised opinion down below.id be more than happy to replace my rambling here.
4. Direct Addons: if you ever play EVE and put a script on a weapon then this is similer attachments would fit in the same slots as you weapon, like ammo or scripts in eve. this is a pretty easy to implement system
heres an updated version im in
|
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.13 01:06:00 -
[24] - Quote
Agree +1 |
Moonracer2000
Subdreddit Test Alliance Please Ignore
314
|
Posted - 2012.09.13 02:09:00 -
[25] - Quote
I currently play a lot of Battlefield 3 so I totally agree that customizing weapons creates a much stronger connection to them. And being used to that in modern shooters I feel it missing in Dust.
That said I think the current system is pretty good once you get used to it. I like that I can buy skill books and train them up so that I have more range, less recoil, more ammo reserves, use less cpu/power and other tweaks that affect all weapons of a type. I'm sure as the game gets developed more fully we will have more skill book options to alter stats even more deeply.
What I think will also help is a wider range of weapons in each tier (in addition to standard, breach, tactical and so on). I'm really hoping we get race specific variations as well. Maybe like a Caldari Tactical Assault Rifle and an Amarr Tactical Assault Rifle. Both accurate semi auto, but differing in other ways. But that might be asking for too much. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.13 03:40:00 -
[26] - Quote
+1 OP |
Terminus Decimus
37
|
Posted - 2012.09.13 04:08:00 -
[27] - Quote
Avenger 245 wrote:Bump this back up, someone might have a different take
The thing about subsystem is that it wouldnt fit into the eve economy very well
I think it could fit quite easily, just add a market cost to each part you put on the weapon or change to it to simulate the cost involved in extra nanites used to clone it with your Suit, so if you restock a standard assault rifle it would be like 1.800,00 isk but your moded rifle might restock for 4.500.00 isk
|
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.09.13 11:28:00 -
[28] - Quote
Great idea... Guns need more loven.
Need addons, scopes; shiny decals; initials carved on side; barrel garments of gold; longer barrel for further shot; more holes in barrel for better cool-down rate; my name on my gun, because my gun loves me.
Remember this is a beta... We are only using a FEW weapon models. All sniper rifles on each faction look different; All assault rifles on each faction look different.
Either way, this is just a multiplayer engine beta... They testing server integrity... Everything else I assume comes later.
The post of decals and decorations are assumptions I've made from going threw the marketplace inside of Dust514. |
Hiseki Lionel
Algintal Core Gallente Federation
12
|
Posted - 2012.09.13 18:02:00 -
[29] - Quote
What about different ammo types during the customization? Allow users to change out the ammo on their guns for other ones that alter what it does when the shots hit the target.
Like with the sniper rifle, you can alter it to make it's shots more powerful while firing and then alter the ammo on it to turn it into an anti-tank long range rifle. Like the RL varient of a .50 cal tank buster rifle.
Or with Swarm Launchers you could change out the ammo and make the missles actually fly up a little when they reach the marked location on the ground(If they added that feature.) Once they reach a set height, they break apart and basicalle shower the location with mini explosives, each on their own are weak but when the damage is added up they cause huge amounts of damage.
there are many more ideas people could come up with, all that would help make your gun well... your gun. These changes can be offset rather easily thanks to the DUST's restocking mechanism. By simply increasing the restock cost. |
Villore Isu
Algintal Core Gallente Federation
115
|
Posted - 2012.09.13 21:02:00 -
[30] - Quote
From an EVE perspective, the system that seems most likely and probably easiest to implement would be a sort of fitting screen for your guns, with various rigs and attachments (cooling systems, advanced optics, recoil suppressors etc.) available from the market / salvage (cheaply and / or cut the price of guns) and that fit into different slots on the gun.
Each rig / attachment would their own benefits and draw backs, With the drawbacks for rigs affecting the guns other attributes (ie. trade RoF for clip size), and attachments affecting the guns PG/CPU. |
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