Commando Archive
Thread: Another version of variable weapon ammo...
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Litushot
Wed Oct 13, 2004 2:38 pm
#1
A lot of the ideas floating around in the commando forum is foa weapon with variable ammunitions for different situations- myself included. However, I have stumbled upon an idea taht could benefit crafters and other professions in general. My idea:
Instead of having all weapons set at a certain dmg type, give weaponsmiths the choice to add in different dmgs, kind of like armorsmiths being able to add in different resists at higher levels.However, so we don't see stun T21s going about, most of the weapons out there should be limited to certain dmg types. Take the E11 for example- nobody uses it, but if a weaponsmith is able to change it's dmg type to blast or whatnot, it might be used more. This would also add a certain edge to battle, since you could possibly be facing people with the same weapon, but a different dmg for each person. Now, for this to tie into commando
...
The assault rifle idea is long-running, along with the minigun (my personal fav.). However, with everyone wanting a different type of dmg depending on their view of what a commando should be, it is hard tosatiate everyone. So instead of a weapon that could be screwed up just because of the dmg type or AP, allow weaponsmiths to change the damage type AND the armor-piercing level. Now each damage type must have a limit to it's AP and dmg type (i.e. you can't have an AP3 stun rifle-even if it WOULD be nice- or have an AP3 heat rifle). The weapon would be limited to cold, energy, lightning, and so forth. Basically, any dmg type that isn't on a non-consumable weapon.The specials on the rifle would be generic, like overchargeshot2 is, so a commando wouldn't be doing flamecone1 with a cold rifle
. Overall, this could add a significantstrategic edge to battle and make commandos more diverse even within the Master Commando/TKM ranks.
...Just my two cents...
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