Weaponsmith Archive
Thread: Create-A-Weapon
Mor-Dan
Tue Sep 14, 2004 3:58 pm
#14
hopdog wrote:just because i thaink we shold be able to create our own "poision/desieas" for wepons not just find them on loot.
the only issue with this is why would people buy anything else once they got the cert? the only person capable of poison or disease should be a combat medic. all other DoTs other than bleed shots should be removed from the game.
Cambylobacter
Wed Sep 15, 2004 8:14 am
#15
Ranger Class Bowcaster
949/949 Condition
Armor Piercing: Medium
Damage Type: Kinetic
5.5speed (average)
150-300 damage (average)
40% wound chance
-30 point blank
+20 ideal (50m)
+10 max range
105 Metal
70 Doonium Iron
40 Quadranium Steel
30 Reactive Gas
21 Inert Petrochemical
21 Hide
18 Bone
105 Metal
70 Doonium Iron
40 Quadranium Steel
30 Reactive Gas
21 Inert Petrochemical
21 Hide
18 Bone
all resources graded on 50% overall quality 50% unit toughness
Certification to make them would come at Master Ranger
Certification to use them would come at Master Ranger
Mor-Dan
Wed Sep 15, 2004 8:24 am
#16
just remember, while there will surely be some great ideas in here, the formulas will remain 50/50 cond/OQ for ranged weapons, and 100% Shock for melee weapons. that's just how it will be because that is how the system is set up.
Cambylobacter
Wed Sep 15, 2004 8:33 am
#17
ah okay, thanks for that.. i should change my manufacture requirements to include weaponsmith too!
DOH! Sorry, had my Ranger hat on !
NumeroUno1
Wed Sep 15, 2004 1:03 pm
#18
Mor-Dan wrote:
just remember, while there will surely be some great ideas in here, the formulas will remain 50/50 cond/OQ for ranged weapons, and 100% Shock for melee weapons. that's just how it will be because that is how the system is set up.
Now now, no hijacking.
Jerbacca
Wed Sep 15, 2004 1:58 pm
#19
Yo Momma Pistol
Damage type:Slap ya Silly
AP: none
damage range: 180-350
HAM costs 74/35/35
Certification: Smack Talkin' 2 - Advanced Jibba-Jabba
Range:+10 at 0, -45 at 3, -65 at 6
Requires
165 Polysteel Copper
80 Non-ferrous Metal
35 Non-ferrous Metal
2 Projectile Feed Mechs
1 Scope (Optional)
1 Stock (Optional)
5 great big helpin's of Smack Talk
2 Beat Boxes
1 Geonosian OLD SKOOL YO dance machine
Successful attack stuns and dizzies opponent. Also been known to start a rumble, and has a chance to say YOU GOT SERVED to your opponent.
Great for parties and first dates.
NumeroUno1
Wed Sep 15, 2004 11:36 pm
#20
Jerbacca wrote:
Yo Momma Pistol
Damage type:Slap ya Silly
AP: none
damage range: 180-350
HAM costs 74/35/35
Certification: Smack Talkin' 2 - Advanced Jibba-Jabba
Range:+10 at 0, -45 at 3, -65 at 6
Requires
165 Polysteel Copper
80 Non-ferrous Metal
35 Non-ferrous Metal
2 Projectile Feed Mechs
1 Scope (Optional)
1 Stock (Optional)
5 great big helpin's of Smack Talk
2 Beat Boxes
1 Geonosian OLD SKOOL YO dance machine
Successful attack stuns and dizzies opponent. Also been known to start a rumble, and has a chance to say YOU GOT SERVED to your opponent.
Great for parties and first dates.
That is hilarious......5 stars for you! The next part of my gun.....got the idea off a hair-dryer lol. Turbine Energy Generator: Generates the energy for the gun. Requires: 5 metal, 5 known reactive gas, 5 chemical. Ratings: 50% UT, 50% SR
NumeroUno1
Thu Sep 16, 2004 11:33 am
#21
Two new parts-next post-two new weapons
The final part of my gun: Energy Dispersion Nozzle. requires: 10 metal. Ratings: UT 100% Disperses the energy produced by the weapon. Metal Barb: Requires: 5 metal. A metal barb with a thin, pointed spike.
samijx
Thu Sep 16, 2004 11:58 am
#22
Endoplasmic Glue Gun
950/950 Condition
Certification: Novice Pistoleer
Armor Piercing: None
Damage Type: Heat
2.5speed (average)
40-105 damage (average)
20% wound chance
+20 point blank
+25 ideal (50m)
-40 max range
200 Link-Steel Aluminum
70 Axidite Iron
40Steel
30Polymer
1 Blaster Power Handler
1 Blaster Pistol Barrel
200 Link-Steel Aluminum
70 Axidite Iron
40Steel
30Polymer
1 Blaster Power Handler
1 Blaster Pistol Barrel
1 Control Unit
Special effect......Can cause a new state effect "Stuck" When state effect occurs, temporarily reduces terrain negotiation to +10 and reduces both Burst Run efficiency and Force run to 25% of normal value for 30 seconds.
NumeroUno1
Thu Sep 16, 2004 1:15 pm
#23
Mor-Dan wrote:
NumeroUno1 wrote:
Mor-Dan wrote:
just remember, while there will surely be some great ideas in here, the formulas will remain 50/50 cond/OQ for ranged weapons, and 100% Shock for melee weapons. that's just how it will be because that is how the system is set up.
Now now, no hijacking.anyone can choose the grading for their weapons, some are differant. Here is one-the first component of one of my guns. Energy Output Conrtoller, controls output of energy to the parts of the weapon. Requires-10 copper, 5 crystalline gemstone, 5 chemical. Experimentation-effectiveness. (increases damage and speed) Ratings: Conductivity 100%
makes sense......it conducts, so....
my apologies, wasn't hijacking. you can create the weapon anyway you like, but just understand that ANY new weapon added to the game, created by us or not, is going to follow the same standard set of rules. guns are 50% cond 50% OQ, and melee builds are 100% SR. the components you can play with all you want, but those two rules will be applied whether you like it or not. it is just the system they have chosen...
Yeah, i know you weren't
NumeroUno1
Thu Sep 16, 2004 11:34 pm
#24
And, my other weapon.....Vibrospear. Requires: 1 Metal Barb, 1 Vibro Blade Unit, 20 Wood, 5 Link-Steel Aliminium, 1 Reinforcement Core. (optional) Stats: 100-200 Damage. (might be a bit low, not sure.) -5 at all ranges, AP 1. Cert: Polearms 4. If you don't have the cert, you don't get the AP. This is because it doesn't just smash through armour, it slips through the gaps in it, and requires skill to do this. (i don't think most weapons lose AP....a T21 Is going to wreck armour no matter what
)
Mor-Dan
Fri Sep 17, 2004 12:02 am
#25
NumeroUno1 wrote:
Mor-Dan wrote:
just remember, while there will surely be some great ideas in here, the formulas will remain 50/50 cond/OQ for ranged weapons, and 100% Shock for melee weapons. that's just how it will be because that is how the system is set up.
Now now, no hijacking.anyone can choose the grading for their weapons, some are differant. Here is one-the first component of one of my guns. Energy Output Conrtoller, controls output of energy to the parts of the weapon. Requires-10 copper, 5 crystalline gemstone, 5 chemical. Experimentation-effectiveness. (increases damage and speed) Ratings: Conductivity 100%
makes sense......it conducts, so....
my apologies, wasn't hijacking. you can create the weapon anyway you like, but just understand that ANY new weapon added to the game, created by us or not, is going to follow the same standard set of rules. guns are 50% cond 50% OQ, and melee builds are 100% SR. the components you can play with all you want, but those two rules will be applied whether you like it or not. it is just the system they have chosen...
Mo-Ti
Fri Sep 17, 2004 5:27 am
#26
DL-55 Heavy Pistol
Cert: Master Pistoleer
Damage Type: Energy
Medium AP
65-250
3.0 speed
HAM costs:
-5
+15
+0
Message Edited by Mo-Ti on 09-17-2004 05:39 AM
Message Edited by Mo-Ti on 09-17-2004 05:42 AM