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Lorpsajee Nos
Circle of Huskarl Minmatar Republic
5
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Posted - 2012.12.29 15:37:00 -
[31] - Quote
So additional modulesbesides ammo could be added? Scopes, silencers etc.? Independent of drop suit configuration? |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
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Posted - 2012.12.29 18:53:00 -
[32] - Quote
+1 to the OP good idea,
this was sort of done in Ghost recon future soildier when you modified the weapon you swaped out parts it was not simply adding a new gadget as Cod did instead it basicly said hear is all the components put what you want on it and swap out what you want this holds true for reality as most modern rifles have many parts that can be replaced with better parts and rails are often installed with the only reason of potential adding gadgets on.
I think a system like this would actually compliment the current fitting system with highs lows rigs so on so forth, if there was a weapon specific fitting system inside the drop suit fitting over complicated maybe but its a idea that allows you to but instead of having high slots have each slot representing a part of the gun such as a top,side or bottom rail that certain objects can be added to maybe these could be high slots, them there is low slots maybe have them indicating parts that can be swapped barrels, stocks, gas systems, firing mechanisms, mussels/silencers, i think in a situation like that it is a fairly short hop of the imagination to add ammo type to the list of parts that can be added/swapped, i dont think that the op is asking for us to have to pay for every round we fire but can pay to have more specialised rounds such as EMP that shorts out sheilds or incinderary that kills soft targets with ease these are side grades not a actual upgrade on a traditional round that should be a all rounder,
My preference on how different ammo types would work is to have them act as specialist types not a upgrade as such but a trade off like more damage for less range, more range for less damage, more effect against sheild to be next to useless vrs armour, but taking into account the standard ammo should be eqaully good vrs armour and sheild but excell at neither. |
Kaathe
Osmon Surveillance Caldari State
41
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Posted - 2012.12.29 19:43:00 -
[33] - Quote
Bump to get more opinions. I think idea will work. |
Chunky Munkey
Amarr Templars Amarr Empire
285
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Posted - 2012.12.29 20:20:00 -
[34] - Quote
I like the idea, and think it's perfectly feasible. But I think it'd be simpler to add a variety of weapon mods alongside the current ones, rather than having entirely new fittings for your weapons as well as dropsuits. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.29 22:53:00 -
[35] - Quote
I like the idea of ammo types in dust, like the types in eve. I don't think the eve system of buying individual rounds would work here, due to fps specific issues and lack of cargo hold/backpack space. Something like EvE's Scripts would work, this was a item that was fit on top of a already fit module to alter it.
EvE's ammo basically worked
- Hybrid ammo(plasma blaster and rails) had low damage long range and short range high damage types, forming a spectrum between extremes.
- Projectiles ammo varied in range and damage. Only 3 ranges available
- Laser had long range low damage, and short range high damage types, in a spectrum like the hybrids. The shorter ranged ammo did more armour damage, but still did more to shields then armour.
- rockets and missiles had the same stats, but came in different damage types
The op's idea seems like it is would work well.+1 The ammo replenishing after battle makes sense for simplicity and lore. It wouldn't make anybody more of a one man army, it just lets them select there niche with a little more options. The current ammo is the most general purpose, somebody making a weapon do a specialized damage type would make them need teamwork more, not less. For example I could see a team use a emp mass driver logi to drop a groups shields before a heavy with armour piercing bullet fit hmg takes out the armour. Lone wolf players would need to use the more general purpose damage type ammo, maybe just adjusting range to their preference. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.29 23:20:00 -
[36] - Quote
The weapons having separate slots makes sense. They should just have a free default item in most of them.
For example the ar should have iron sights in scope slot and lead charge in the ammo slot when you by it the way militia lav came with militia missile already in turret slot. The number of other things attached would depend on the number of tactical rail slots the weapon has.
EvE had both ammo types and modules affecting the weapons. There are...
- ammo types
- tracking enhancers(range and tracking speed, low slot)
- tracking computer(range and/or tracking speed, mid slot)*
- damage mods(rate of fire and/or damage, low slot)*
- rigs to increase the damage, rate of fire, optimal range, fall off range, cpu needed to fit, capacitor used, and the tracking speed.
*can have scriptes added to remove one of the bonus in exchange for
There is room for weapon upgrade modules, ammo types, and weapon mods. A scope taking up a high or low slot would be kinda silly, makes more sense for a scope slot on the weapon.
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Lorpsajee Nos
Circle of Huskarl Minmatar Republic
5
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Posted - 2012.12.29 23:35:00 -
[37] - Quote
Some of these options are already available to augment vehicle turrets. Something similar but more in depth for hand helds would be nice. Would definitely like scopes and ammo mods though and these aren't covered by the vehicle turrets mods. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.30 09:20:00 -
[38] - Quote
Vehicles with ammo options would be good, I don't know if vehicle scopes would be useful. The vehicle weapon mods would be nice on infantry weapons too. More mods for melee would also be nice.
So, my position is pro-ammo, scope, weapon customization, and more modules for weapons on both infantry and vehicles.
Except vehicle weapons shouldn't have attachments, choice of barrel length/rate of fire would work fine. A tank with a under-barrel grenade launcher on main gun would just be strange, and probably useless. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.04 10:43:00 -
[39] - Quote
Ammo type modules for vehicles would be cool as well. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.12 07:39:00 -
[40] - Quote
Anyone else interested? |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.14 23:34:00 -
[41] - Quote
Feedback from others is welcomed. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.20 10:36:00 -
[42] - Quote
I still want to peew peew with different bullets for different roles. |
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