Weaponsmith Archive

Thread: Idea for a new weapon enhancement

Etoon
Tue Nov 18, 2003 9:10 am
#1

How about if instead of just damage and speed mods to weapons, mobs would drop damage type mods. Think of it. A scout blaster doing cold damage, a vibro axe doing flame damage, or a flame thrower doing kinetic. It certainly would put a new spin on weapons. Thoughs?



Etoon

NisraB
Tue Nov 18, 2003 9:40 am
#2

I like it. I also like the idea of including lootable enhancements that can modify any given attribute, such as HAM costs, durability, range, etc. You could really make unique items with enough variety.




Nisra Bluesand (Silent Holo Slave)
Mastered List - Artisan, Weaponsmith, Smuggler, Merchant, Architect (holo 1), Entertainer (holo 2), Musician, Dancer, ID, Scout, Ranger, CH, Pistoleer, Brawler, Marksman, Medic, Commando, CM, Doc, TKA, Chef, Tailor, DE, Armorsmith
Current Profs: Doctor, Armorsmith
Draconicius
Tue Nov 18, 2003 12:38 pm
#3

I was just thinking of this a couple days ago.



They have mobs that drop enhancers for damage but why not add elemental(so to speak)/modules.



Yeah a scout doing cold would be SWEET... or a laser doing stun.. or a t21 doing kinetic.


I could see other modules being available and combinable with things such as krayt tissue.


OR make it so that the weapon module will be built into the current powerhandler , THEN go into the weapon, as they are now with things like Krayt Tissue. This way you wouldnt be able to get an UBER crazy t21 that does stun damage because you found 11 tissues of +200 and 11 (elemental enhancers - for lack of a better term) Power Handler Modification Units.



These modification modules would be SUPER rare but it would add a nice kick to Weaponsmithing.




Kai's Sunderies
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Naboo -5731 6811 Nearest to Theed. Stop by take a load off and shop a little.
AI till I die.
FrankieDrden
Tue Nov 18, 2003 12:48 pm
#4

just make the enhancement a BPH itself.



or



Make it so that it doesn't add any damage or anything, it just converts the current damage type to another???





wwFrankie Drdenww
New Ein d'Or, Corellia
EasyMcRhinopants
Tue Nov 18, 2003 7:36 pm
#5

I don't like it. When I look at the weapon that a player or npc has, I can theoretically tailor my armor usage to protect against it. (Sure they can change weapons, but at least I'll be prepared for one of them).


But if flamethrowers start doing cold damage, all that goes out the window.


So I think damage type and AP are the only things that SHOULDNT change.


There'd be nothing wrong with HAM reducing or accuracy increasing enhancers.

Deregen
Tue Nov 18, 2003 8:00 pm
#6

Personally I would rather that all of the weapons we could make were viable in their own right. I think there should be a natural variety of damage types across our weapons. Nonstandard damage types (anything other than kinetic or energy) should be confined to relatively advanced weapons, but at the same time a Master Pistoleer, for example, should be able to choose from heat, cold, acid, energy, electricity, stun, and kinetic damage pistols. The same should go for rifles and carbines, and even for the different types of melee weapons (although damage types here would be simply kinetic and stun).


What this is going to take is first to fix the weapons like the spraystick and tusken rifle that we have now, and then do something about the resource problems that keep every weaponsmith on every server from being able to sell 30-50% of the weapons they have draft schematics for. Finally, more weapons will have to be added, and if they're smart about it, those weapons will be confined to high-level advanced (not elite) combat professions, like pistoleer or swordsman. Heck, make the really advanced weapons require all kinds of rare resources, which makes it an achievement for the people that do get the skill to use them and then find someone to make them one.




Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
ccmetal555
Tue Nov 18, 2003 9:04 pm
#7

I would rather see enhancements that give massive wound chances, increase maximum range, or give armor piercing. As a poster above said..cold damage or kinetic from a flamethrower...it's just not right. I don't think it could work.

Draconicius
Tue Nov 18, 2003 11:44 pm
#8

Hmmm good point on the Flamer/icer .... Maybe to get away from this we need quests to provide us with new weapon schems.



Example... flechette pistol mark 2 .. (I believe the fwg is also a flechette type weapon) But it would require metals... such as Duralloy steel to provide toughness to shred the Fiberplast (again specific to a planet) at High velocities ( feed mech). Or maybe weapons that need TWO people to use..... EXTREME example .. Eweb Cannons... needs TWO master commandos to fire but damage is INSANE but refire is horrendous. Or maybe a Repeater rifle... AR 2 but has a min speed cap of 1.5... despite the impending nerf. If they follow the Starwars continuity for weapons the possibilities are endless.



Granted... we do not need as much help as DE's and other classes as we have a huge demand put upon ourselves... but it would be nice to have a reason to go out and quest a little.




Kai's Sunderies
Kauri Server
Naboo -5731 6811 Nearest to Theed. Stop by take a load off and shop a little.
AI till I die.
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