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 Post subject: Modifiable weapons
PostPosted: Thu Dec 12, 2013 5:44 pm 
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Joined: Fri Mar 29, 2013 7:44 pm
Posts: 31
It would be great to have modifiable weapons, such as adding a viewfinder could add greater accuracy. Or you could add silencers on weapons.


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 Post subject: Re: Modifiable weapons
PostPosted: Thu Dec 12, 2013 7:09 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
I don't see vanilla taking this route, instead there could be "pre-modified" rare weapons coming, not entirely sure.

If I'd mod such a system for RWR, I'd probably make an off-game weapon generator that pre-creates all the possible combinations of weapons and attachments if there's lots of them, and make the combinations have very low commonness so that you mostly come across just the attachments and basic weapons on the field. The mod would load all those weapon and item resources and would use stash or backpack as crafting area with a hotkey to send a request to the script for combining the items. The script would check your crafting area contents and figure out which weapon those items should transform into, adding and removing appropriate items in/from stash/backpack.. hmm, yea, that could work.

I think 0.93 has the support for such.


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 Post subject: Re: Modifiable weapons
PostPosted: Mon Dec 16, 2013 8:43 pm 
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Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
Vykt0R42 wrote:
It would be great to have modifiable weapons, such as adding a viewfinder could add greater accuracy. Or you could add silencers on weapons.


wonder how the balancing between customized and default weapon would go...

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 Post subject: Re: Modifiable weapons
PostPosted: Mon Dec 16, 2013 9:01 pm 
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Joined: Fri Feb 15, 2013 7:56 pm
Posts: 128
Location: European Union, Warsaw
Hmm... If You want it to be well ballanced than each mod should have upper hand and downside, so one is unable to have just better weapon. Insted You would end up with weapon which is better in some aspects, but also is lacking in other when compared with original.

But if You do not care about ballancing (or You want it to be on purpose semi-rare weapons) so much, than no needs to worry - they would become just better version of original weapons.


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 Post subject: Re: Modifiable weapons
PostPosted: Sun Feb 16, 2014 11:57 pm 
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Joined: Sat Jul 07, 2012 11:11 am
Posts: 57
Modest wrote:
Hmm... If You want it to be well ballanced than each mod should have upper hand and downside, so one is unable to have just better weapon. Insted You would end up with weapon which is better in some aspects, but also is lacking in other when compared with original.

But if You do not care about ballancing (or You want it to be on purpose semi-rare weapons) so much, than no needs to worry - they would become just better version of original weapons.


I think the mods can be balanced fairly easily, with some mods the added effectiveness is quite small and others do bring minusess along. Only real problem is the:

- Scope, changes the on screen aimer, adds vision range, balancing in mind I think an added "tunnelvision" would be nice. The further you look out of normal range the more of the screen gets blocked vision. Would apply to sniper rifles too. On PVP snipers tend to get tunnel vision quite easyly too, its not actually a major problem. On the other hand this would increase call in range so.. tunnelvision migt be ok.

-Reflex /holographic sights only changes the normal aimer to more clearer one (the small x that shows actual hit point would change color/ would be more "intense" color for easyer spotting, large aimer would have more "light" in the sight (the sight would not be a big + but maybe sort of U or O shape that might help slightly to see "around" the aimer that the current one) (Possibly the normal sight could be made even worse than what it is now)

-Silencer, silences weapon but bullet speed, kill propability, and range drops like a rock. Sorry snipers, this might not help as much as previously taught.

-Better front grip, slightly reduces spread.

- Bi / tripod stand reduces spread in RWR case? when firing on cover or when prone, increases it standing and crouched. (weight)

-shogun / grenade launcher (APC weapon projectile?), adds the secondary weapon (I dont know / or if pasik is going to go this far anyway, but naturally system to fire primary and secondary would need to be added to the game and who knows if that is going to happen [pasik might know ;) ]), downsides is the reload action / primary would be unsable immidiatly after firing (like 0,3-0,5 secs or less or more depending what the surveys says) and increses spread slightly on primary use (again weight).

-Extended magazines. Larger ammo cap. Increases spread (weight)

-Laser sight (adds a presise stricke (you would be able to "track" the target, and the strike would hit what you are pointing? Sort of one shot mortar strike that would hit in 8 secs but you could move the point where it should hit during that 8 seconds - call option (drone strike?) / slight cost reduction to mortar and artillery cost? because what the f do the laser sights actually do?)

-flame thrower. yessssssss yessssssssss yesssssssss, infinite fuel, no downsides just pure awesomeness.

-bong. no seeds no stems just hits.


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