Weaponsmith Archive
Thread: Change commando disposable weapons
i wasnt thinking of making them cheaper for one, but clips wouldnt be tough to make, and for rocket launchers theyd use the same old grenades but also a rocket to propel them to the target and the launcher itself, i am here speaking as both a commando and a weaponsmith
Brilyn wrote:Yup, that's 'a bit of a pain' in my book.Why? Because:the quality of the protons doesn't matter a damn.I make crates of Weapon Scopes anyway.I make crates of ABPHs anyway.I make crates of APFMs anyway.So, basically, I *actually* need to keep track of "Iron", "Metal", "Metal", and "Steel".[snip]I'm *really* not seeing the problem here?
Then it really boils down to a matter of style.
When I make crates of subcomponents, I only make enough to cover the weapons I'm building, and I don't generally have any hanging about waiting to be made into rocket launchers. So, when I built my first run of rocket launchers yonks ago, I made factory runs for each and every one of the subcomponents. Took about two weeks IIRC (in real time, not in gameplaying time), and tied up a factory (sometimes two) for the duration.
Brilyn wrote:< When it takes almost 30 subcomponents to make 1 weapon, the factory time involved isn't really worth it to me.>Hang on.You don't do Factory runs of ABPHs already? Of Scopes? Of APFMs?If you don't, well, fair enough. You must have a hell of a time stocking any blasters.If you do, well, all you need do in that case is make some minimal Proton Grenades, and there ya go.As for rocket packs or ammo clips, players would quickly decide that one of them was 'best', and that's all we'd have to make.Boredom.....
Ok, I am NOT saying I craft every item by hand, that is just plain silly, as almost everything requires identical (factory-made) components. What I am talking about is the factory time/management involved..
Lets see here....
RL Requires - 4 Power Handlers, 8 Projectile Feeds, 2 Scopes, and 5 Proton grenades
Proton Grenades Require - 1 light warhead, 1 medium warhead, 1 warhead stabalizing unit, 1 warhead fusing mechanism
OK 4+8+2+5+4 = 23 components (Ok I remembered a little high on the RL, been over 6 months since I made one, so sue me)
Lets take an average factory time of 225s on all parts (protons are more, proj are less)
225s*23= 5175s/60s= 86mins
That is 86minutes of straight factory time to make a RL with 34 shots or so, which would take an average commando 5 mins to fire off completely.
Of course the only viable way to make any of these is to make as many as you can at one time, which is a little over 100.
d0qtrX wrote:
Tekcasualty wrote:
Ok, its impossible to find a vendor for our disposables. It just costs way to much for weaponsmiths to craft a one time use weapon. A weaponsmith and I were discussing this and come up with an idea to revamp our weapons. All the disposables weapons are no longer disposable. We can use the rocketlauncher indeffinitly..the different is that now there are "clips". the initial weapon would cost a lot, like now. But the clips would be made cheap. The clips would act just like powerups, just drag and drop into the weapon. Each clip can hold lets say 35 shots.
I think he is on to something here.
I HATE making rocket-launchers. They are a real motherf***er.
I think a good solution would be to change the RL into a container the commando can open up and drop rockets inside. When he runs out of ammo, he must re-load, or equip another launcher.
WS schematic for rockets (basically copy the proton grenade):
Warhead (medium, or maybe we can finally use the heavy WH for this)
Warhead stabilizing device
Warhead fusing mech
Ore
Polymer
Afew units of metal for the casing.
Again;
No one has pointed out the difference between these "rockets" you want to make and the grenades we already make.
I can only assume these "rockets" will be better in some way to our current grenades, and price will go up.
I make grenades and rocket launchers/heavy weaponson a regular basis now, I have no problem selling them, and I make decent money from them. and I have alot more fun making these than making the same old guns over and over.
Brilyn wrote:< That is 86minutes of straight factory time to make a RL with 34 shots or so, >No, it's not.Your math is fine, your reasoning is flawed.First off, when I make ABPHs, I don't make a factory run of 50 at a time, to cover a run of 20 whatever.I do a run of 600+, then work out what stock I need.Ditto on the APFM and Scopes.So those, right there, are lying around in bulk. Simply because when I decide I want to make (for example) a run of Laser Rifles, or T21s, I don't have to spend 2 days making the sub-components.So, we can remove them from the factory time, as I routinely do runs of them, not specifically for RLs.That leaves: 1 light warhead, 1 medium warhead, 1 warhead stabalizing unit, 1 warhead fusing mechanism.When I decide to make Grenades, I make *Grenades*.Not a crate of Protons.I do a run of about 200-300 of each sub-component.So, again, I have quantities of these lying around.Then I divy them up into (for example): 4 crate of Protons, 2 crate Imp Detonators, 4 crates of Thermals, 2 crates Glop, 2 crates Cryoban.There's my 250 sub-components used up. *poof* gone.Personally, when I do a run of components, I drop 2 additional factories, for a total of 4.If I wanted to do a run of RLs right now, I'd go grab 5 or so crates of each components, and do a run of 10 RLs. Ditto if I wanted to do a run of any other weapon.I mean, if you *don't* keep crates of sub-components on hand, how do you deal with a sudden demand of a weapon? Like if a Rifleman walks by and cleans out 10 T21s? You're out of stock for 2 days or so if you don't have the crates to hand....... *shrug*
Making mass weapons is my specialty.. I usually have 25-50 of each sliced every week for my vendor.
I usually make 99 T21's at a time...
I just ran 1000 VK's & 600 Power Hammers..
You make running RL's sound so easy, but given the length of your description you just validate that there is a lot more to it than any other weapon in the game. I did munitions for a long while but just got sick of it, might be your cup of tea, but it isn't mine.
It's not about factories, or doing runs, for me it is just a pain in the arse and I choose not to do it. I have 10 Factories for Resources and 3 for storing loot + 1 clothing factory (Was mastor tailor for a month or so) and 3 Storage Houses.
On my server I start t21's at 100k, why on earth would I spend all that time making a RL that people wouldn't want to pay more than 50K for because they can only fire it 30 times?
Tekcasualty wrote:
Ok, its impossible to find a vendor for our disposables. It just costs way to much for weaponsmiths to craft a one time use weapon. A weaponsmith and I were discussing this and come up with an idea to revamp our weapons. All the disposables weapons are no longer disposable. We can use the rocketlauncher indeffinitly..the different is that now there are "clips". the initial weapon would cost a lot, like now. But the clips would be made cheap. The clips would act just like powerups, just drag and drop into the weapon. Each clip can hold lets say 35 shots.
I think he is on to something here.
I HATE making rocket-launchers. They are a real motherf***er.
I think a good solution would be to change the RL into a container the commando can open up and drop rockets inside. When he runs out of ammo, he must re-load, or equip another launcher.
WS schematic for rockets (basically copy the proton grenade):
Warhead (medium, or maybe we can finally use the heavy WH for this)
Warhead stabilizing device
Warhead fusing mech
Ore
Polymer
Afew units of metal for the casing.
Message Edited by Tenfo on 08-17-2004 10:34 AM
Ybagi wrote:
d0qtrX wrote:
Tekcasualty wrote:
Ok, its impossible to find a vendor for our disposables. It just costs way to much for weaponsmiths to craft a one time use weapon. A weaponsmith and I were discussing this and come up with an idea to revamp our weapons. All the disposables weapons are no longer disposable. We can use the rocketlauncher indeffinitly..the different is that now there are "clips". the initial weapon would cost a lot, like now. But the clips would be made cheap. The clips would act just like powerups, just drag and drop into the weapon. Each clip can hold lets say 35 shots.
I think he is on to something here.
I HATE making rocket-launchers. They are a real motherf***er.
I think a good solution would be to change the RL into a container the commando can open up and drop rockets inside. When he runs out of ammo, he must re-load, or equip another launcher.
WS schematic for rockets (basically copy the proton grenade):
Warhead (medium, or maybe we can finally use the heavy WH for this)
Warhead stabilizing device
Warhead fusing mech
Ore
Polymer
Afew units of metal for the casing.
Again;
No one has pointed out the difference between these "rockets" you want to make and the grenades we already make.
I can only assume these "rockets" will be better in some way to our current grenades, and price will go up.
I make grenades and rocket launchers/heavy weaponson a regular basis now, I have no problem selling them, and I make decent money from them. and I have alot more fun making these than making the same old guns over and over.
I did, read my post again ![]()
Or in short:
-Launcher act as a normal weapon
-rocket component asthe missile
-nades (that we already have) as payload (think of the possibilities with different damagetypes)
This will make nades work in two ways, and all the change that is needed (well...) is to change the launchers and add one schematic (at novice weaponsmith)
Grisbilen wrote:
Ybagi wrote:
d0qtrX wrote:
Tekcasualty wrote:
Ok, its impossible to find a vendor for our disposables. It just costs way to much for weaponsmiths to craft a one time use weapon. A weaponsmith and I were discussing this and come up with an idea to revamp our weapons. All the disposables weapons are no longer disposable. We can use the rocketlauncher indeffinitly..the different is that now there are "clips". the initial weapon would cost a lot, like now. But the clips would be made cheap. The clips would act just like powerups, just drag and drop into the weapon. Each clip can hold lets say 35 shots.
I think he is on to something here.
I HATE making rocket-launchers. They are a real motherf***er.
I think a good solution would be to change the RL into a container the commando can open up and drop rockets inside. When he runs out of ammo, he must re-load, or equip another launcher.
WS schematic for rockets (basically copy the proton grenade):
Warhead (medium, or maybe we can finally use the heavy WH for this)
Warhead stabilizing device
Warhead fusing mech
Ore
Polymer
Afew units of metal for the casing.
Again;
No one has pointed out the difference between these "rockets" you want to make and the grenades we already make.
I can only assume these "rockets" will be better in some way to our current grenades, and price will go up.
I make grenades and rocket launchers/heavy weaponson a regular basis now, I have no problem selling them, and I make decent money from them. and I have alot more fun making these than making the same old guns over and over.
I did, read my post again
Or in short:
-Launcher act as a normal weapon
-rocket component asthe missile
-nades (that we already have) as payload (think of the possibilities with different damagetypes)
This will make nades work in two ways, and all the change that is needed (well...) is to change the launchers and add one schematic (at novice weaponsmith)
Ok I read your post; looks like the only thing you are looking for are range modifiers.
You can put munition powerups on the grenades now to modify the ranges, but I think everyone would probably just put a max damage powerup instead.
With the launcher you also lose all the flexability of the grenade i.e. putingyourgrenades on hot keys so you have a wide range of damage types to choose from at a momentsnotice. I suppose you could have 5-6 launchers on your hotkeys, but then the commando would have to buy a bunch of launchers to go with his new rockets(more expensive; was this your point?).
If you are indeed looking for heavy AP 3800+ cold/heat/acid damage that you can sell for 250 credits per shot, I say good luck, never going tohappen, might aswell ask for stun rockets while you are at it.