Weaponsmith Archive

Thread: An old old Idea brought back

Avelio13
Mon Jul 05, 2004 1:01 pm
#1

How many weapons actually fire bullets in the game?



___________________________________________________________________________
Avelio Erow::: Master Weaponsmith, Architect, Merchant :::Intrepid
Serving All of Your Weapon Needs at 4177,5237 Tatooine
Proud Citizen of Geigen City and Manager of the Geigen General Store
War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself.




AldaronTavish
Mon Jul 05, 2004 1:15 pm
#2

Anything with a projectile Feed Mech.

FWG, Launchers, striker, tusken, bowcaster and a few others I can't think of right now.



Nirantani
Elder Smuggler

Kendrick Starwolf
Spy
Ahazi

JesterChilipot
Mon Jul 05, 2004 1:30 pm
#3

yeah and if you want to get to the nuts and bolts of it anything else would need a powerpack that could be set up the same way


Jacse EllVega
Kershakk
Mon Jul 05, 2004 7:52 pm
#4






JesterChilipot wrote:

Hey guys and gals


Ok its an old old Idea and One I was on the original thread but one I feel should be brought back. What about the idea of ammo that can be made by everyone. Only no experntation allowed. That way novice weaponsmith can make them without competeling with the master weaponsmiths. It gives the novice a chance to make something to sell and get experiance. They can have a diff of 3 or something with 2 reactive gas and 3 copper.


Just a thought








I think you'd have a riot on your hands if you forced that level of overhead onto combatants.


Personally I think ammo would be a better idea on things like heavy weapons. They already are based on limited rounds, but using them all equates to tossing the launcher at the end when in reality all you'd need is a new rocket hopper. This'd bring life back into the little used heavy weapons, I think.


Would also allow for some niftymunitions potential, like perhaps putting to use that chemical warhead we have.

beccamallawrrl
Mon Jul 05, 2004 8:42 pm
#5

I dont like this idea because the people that have grinded their way to master did it to sell more weapons. So i think everyone should have to go through it.



Master TK & Master Weaponsmith
Kershakk
Mon Jul 05, 2004 11:27 pm
#6






beccamallawrrl wrote:

I dont like this idea because the people that have grinded their way to master did it to sell more weapons. So i think everyone should have to go through it.







With all due respect, that is certainly no reason to stop change. There's plenty of reasons why forcing ammunition expenditure and replacement would be poorly received; to blatantly say "We had to do XYZ so you have to too" is not one of them.


WIth that attitude we'd still be in caves tearing meat off the flesh of freshly killed animals, because those who came before us did that so we have to too!

JesterChilipot
Tue Jul 06, 2004 12:23 am
#7

Hey guys and gals


Ok its an old old Idea and One I was on the original thread but one I feel should be brought back. What about the idea of ammo that can be made by everyone. Only no experntation allowed. That way novice weaponsmith can make them without competeling with the master weaponsmiths. It gives the novice a chance to make something to sell and get experiance. They can have a diff of 3 or something with 2 reactive gas and 3 copper.


Just a thought

Ethalsar
Tue Jul 06, 2004 2:57 am
#8


I rather like the idea of ammo requirements - in fact, it's something that could become a whole crafting branch in itself. Instead of just 'ammo for anything with a Proj Feed Mech', you could have varieties of different sorts of ammo, which would modify the weapon effects.


This could all get quite complicated & interesting, giving the sort of choice and trade-offs that make choosing a weapon or armour so convoluted (which IMHO is a good thing!).


I got bored at work, and came up with some preliminary ideas...


  • Projectiles
    The original idea here - but could be expanded to include various types of projectiles, all of which would have different effects. Would require mainly metallic resources - about 3 to 5 resources per round (making each shot with a standard bullet cost 10-15 credits on my server). Attributes for experimentation would be based on Heat & Shock resistance. Perhaps magazines would be crafted separately - you would 'use' a magazine on a factory crate of bullets to load it up. Magazines might have different varieties too, trading off capacity for bulk (i.e. accuracy).


    • Standard Bullets: No change to weapon stats

    • Flechettes: Much higher wound chance, higher accuracy modifiers at anything except short range

    • Hollow-tip Rounds:Higher minimum damage at long & medium range, lower accuracy at long range

    • Stabilised Rounds: Higher accuracy, lower max damage

    • "Advanced" variants of all the above, requiring very specific resources. Require about 5 to 10 resources per round, making the price about 30 to 50cr per shot on my server.

  • Power Packs
    To power the other main form of ranged weapon, the 'blaster' type. Would require metal & chemical, and a 100-shot pack would need about 300-500 resources to make (i.e. similar to projectiles in terms of resource requirements). Different packs are used for weapons of different damage types, with types including:


    • Laser Power Pack: Used for 'Energy' damage type weapons

    • Phaser: For 'Heat' damage

    • Maser: For use in 'Blast' weapons, etc...

  • Variants on powerpacks... Similar to projectile weapons, different variants modify the weapon in different ways:


    • Visible Light: No change

    • Infra-red: Lower speed, higher minimum damage

    • X-ray: Lower accuracy at long range, at short range much higher accuracy

    • Gamma: Higher speed, lower max damage, reduction in accuracy penalty for moving targets

    • Perhaps a coloured crystal might change the colour of the laser you're producing?

  • Various others
    And then of course there are LLCs, flame throwers etc, all of which might have multiple ammo types.

Of course, this will never happen - it would have had to be brought in with the famed combat balance, and one feels that this is too close for all the hard-coding, art and testing that would be required to make this system balanced & fair.


But it's fun to dream up, anyway!





Aethal Sar, Weaponsmith. Retired from game - probably missing it already!

Links you may be interested in:
The SWG Links Library; the Doctor hunting list; and a summary of resource stat caps.
Redguard
Tue Jul 06, 2004 3:32 am
#9

Interesting idea but they probably will not implement it. They've gone way out of their way to make the game less inconvenient. Ammunition though realistic is hardly convenient. I still would welcome such a change however.



Given the choice between style over substance. I'll take a sandwich.
warrenowen
Tue Jul 06, 2004 4:06 am
#10

Aren't a lot of these variations effectively in the game already? Powerups are essentially no different from this. Modified effects on weapons for limited use. We are compelled to use them, but the option is there.


Now it might be a nice idea for a more diverse range of powerups only craftable by the Novice WS. But essentially, as with powerups, the factory run would rule and though people may grind themfor XPit the person selling the factory crate who will make the cash.



Rino Vasameh
Rino-McDeath Traders
Ahazi Server : -630 2930 Dantooine
(450m N of Mining Outpost)
Purveyors of Quality Weapons that Kill Things


JedimEmO
Tue Jul 06, 2004 4:09 am
#11

I like the idea, though I don't deem it very realistic to hope that they implement ammunition for regular weapons, mainly due to the extra overhead it lays on players. Ammunition for the heavy weapons is a very good idea, though, which sounds more likely to get through too. Nice thinking!






Memo Ithilien - Master Pistoleer, Master Weaponsmith - Eclipse


Jamiser
Tue Jul 06, 2004 1:53 pm
#12

I like the idea.


I have thought from the beginning that weapons that fire forever without reloading is kind of riduculous. That magazine looking object in front of the trigger guard on a DL44 is a power pack! Ammunition/power packs would make the game more realistic and provide a regular source of income for weaponsmiths of all levels. In addition, this would probably change the way PvP and PvE are conducted. If the player has to be aware of ammunitionusage, it is almost assured that second and third weapons will have to be carried by players in case they get caught with an empty weapon and do not have time to reload. Do I think the Devs will implement something like this? Not very likely, it makes too much sense to have the game be more realisitc.


Oh well, we can dream,


Jamiser

Wookie Weaponsmith

Flurry/Naboo/Moenia 4660/-3908

'If it bleeds, we make it'
eznihm
Tue Jul 06, 2004 2:07 pm
#13

I dislike this idea.


I think they would nerf weapon decay if they brought this in.
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