Commando Archive
Thread: Consumables as powerups (a discussion)
Page 1 of 1
GTomlinson
Mon Jul 12, 2004 2:14 pm
#1
data entry messed up my first post before it was completely fleshed out...
I understand that this would be a massive modification to the current system but hear me out. Instead of different consumable weapons providing preset range, damage types, armor piercing, and mods (whether specific to the consumable or the generic 'heavy weapons' mod bonuses), how about making these consumables rounds for a base weapon.
Heavy Weapon Category Weapons:
Launcher Pistol: damage same (blast), speed 2.2, AP 0, range PB -10, ideal (10m) +50, Max (50m) -100
Launcher Rifle: damage same as pistol (blast), speed 4.0, AP 0, range PB -100, ideal (50m) +50, max (70m) +10
Launcher Pistol: damage same (blast), speed 2.2, AP 0, range PB -10, ideal (10m) +50, Max (50m) -100
Launcher Rifle: damage same as pistol (blast), speed 4.0, AP 0, range PB -100, ideal (50m) +50, max (70m) +10
Heavy Weapons should be isolated from the pistol and rifle categories and not use the existing specials for those professions. Specials should be created specificly for the Heavy Weapons category (area effect hit, knockdown, dizzy, blind attributes). Targeted body part hit specials should be avoided as these weapons by their nature are designed to hit an area rather than a specific point.
Specialized Consumable Ammo (powerup for Heavy Weapon):
Acid Rounds (acid)
Stun Rounds (stun)
Explosive Rounds (blast)
Charge Rounds (electrical)
Freeze Rounds (cold)
etc.
Acid Rounds (acid)
Stun Rounds (stun)
Explosive Rounds (blast)
Charge Rounds (electrical)
Freeze Rounds (cold)
etc.
Specialized consumable Ammo adds damage in addition to base blast damage (or replaces) of the specified type. It adds AP 2/3 attribute. High quality crafting of consumable ammo powerup can provide a DOT effect.
Benefits:
1. uses the existing programming implementation of the powerup system
2. provides an existing tree (Heavy Weapons) to add specials to
3. resolves the mod system (generic vs. specific weapon bonuses)
4. adds an extreme range component to the class
5. removes the unrealistic range problem with the launcher pistol (+0/+0/+0)
6. gives the commando an additional usage against turrets and other stationary targets (rifle max range 70m)
7. provides migration scheme from legacy weapons (don't need to convert existing inventory)
8. it would realisticly be difficult to change round types in the midst of battle (apply a new powerup to the weapon)
9. specials could be used across all damage types since special applies to the launcher pistol or rifle, not the powerup.
10. isolation of specials and bonuses should not detract from the pistoleer or rifleman professions
1. uses the existing programming implementation of the powerup system
2. provides an existing tree (Heavy Weapons) to add specials to
3. resolves the mod system (generic vs. specific weapon bonuses)
4. adds an extreme range component to the class
5. removes the unrealistic range problem with the launcher pistol (+0/+0/+0)
6. gives the commando an additional usage against turrets and other stationary targets (rifle max range 70m)
7. provides migration scheme from legacy weapons (don't need to convert existing inventory)
8. it would realisticly be difficult to change round types in the midst of battle (apply a new powerup to the weapon)
9. specials could be used across all damage types since special applies to the launcher pistol or rifle, not the powerup.
10. isolation of specials and bonuses should not detract from the pistoleer or rifleman professions
GTomlinson
Mon Jul 12, 2004 3:09 pm
#2
and only the base weapon is sliceable. Keeps us from having to slice all our rocket launchers only to have them disappear ina fewdozenshots.
Page 1 of 1