Weaponsmith Archive
Thread: An old old Idea brought back
FWG, Launchers, striker, tusken, bowcaster and a few others I can't think of right now.
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 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!
- 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!