Additional idea to future handheld player weapons

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    Would it be possible to make them buildable like ships, but with 1cm³ blocks and a reduced selection (like no thrusters/shields)
     
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    I kinda have to bring this up, so please use the SEARCH FUNCTION to see if your idea has been suggested before. However, I\'d like to seethe ability to construct your own ammunition as well, using the docking module equivilant to determine the maximum size of bullet that a specific gun can fire. Perhaps thrusters could indicate rocket propulsion, and shields would indicate that the bullet cannot break hull ( for use in shipboard combat) dis integrators could be explosive, and missiles could be armor piercing.
     
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    that sounds like it would create a looot of lag

    would have to be a lot more limited than ship building
     
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    If there IS going to be customizable weapons, it probably will be more like THIS WONDERFUL PIECE OF SUGGESTION!!!!!!!!!!!!!!!!!!

    Theres 10 types of weapon:

    1. Pistols
    2. Revolvers (pistols)
    3. Sub-Machine Guns
    4. Pump-Action and Semi-Auto Shotguns
    5. Light and Heavy Machine Guns
    6. Sniper Rifle
    7. Assault Rifle
    8. Revolver Rifle (also works as a really fucking cool grenade launcher style weapon)
    9. Rocket Launcher
    10. Flamethrower

    Then, there\'d be different projectile types. Said projectile type would have to be universal: as in, each type of weapon could fire said projectile (except flame, #5, but that\'s only because fire is REALLY hard to treat as a universal weapon)

    1. Shell (bullets and cannon shells)
    2. Energy (amc-based weaponry)
    3. Rocket (unguided simple rocket technology)
    4. Missile (guided but weaker missile technology)
    5. Flame (burn the heretic, kill the mutant, purge the unclean)
    6. Nuclear (really fucking dangerous, slow, one-round weaponry that causes A LOT OF PAIN)
    7. Laser/Beam (constant-fire laser weaponnry)
    8. Lobbed (the bullets drop over a set arc)
    9. Lightning (never strikes the same way once, eh? TESLA RIFLE WITH A SCOPE, BITCH!)
    10. Special (anything using fancy-dancy super mega fucking-unobtanium shit not listed above)

    Next heres 10 parts of the weapon. Every type of weapon would have different pieces for every part, but any pistol barrel could fit any pistol reciever, to say. However, a pistol barrel could not go on a sub-machine gun reciever. Each piece would effect a different set of stats, or provide something extra.

    1. Barrel
      ?> damage stat, accuracy stat, recoil stat, movement stat, range stat
    2. Magazine
      > magazine stat, recoil stat
    3. Stock
      > recoil stat, accuracy stat, movement stat
    4. Receiver
      >damage stat, recoil stat, movement stat, also decides what kind of projectile it fires
      >the reciver is where everyone would start building their weapon is the required piece
    5. Handguard (attatched to lower receiver)
      > movement stat, accuracy stat
    6. Sight/Scope
      > accuracy stat, range stat, also provides different zoom abilities
    7. Barrel Handguard (the piece that wraps around the barrel)
      > accuracy stat, movement stat, recoil stat
    8. Underslung Attatchement (Grenade launchers, foregrips, laser sights, ect)
      > provides a multitude of bonuses depending on the attatchement
    9. Barrel Attatchement (Silencers, flash hiders, ect)
      > provides a multitude of bonuses depending on the attatchement
    10. Modifier
      > an internal piece that changes the Effect Type of the round used.

    There would then be multiple levels of material each piece could be made out of. Ten seems to be the repeating theme so let\'s go with that. Each material would provide a different multiplier for whatever stat said piece was made out of. Medium is considered the \"base\" material, and the base stat increase that each piece provides is equal to it being made out of medium material. For example, lets say a base barrel had a score of 10 range. Made out of amazingly low, it would only have 1 range.

    1. Amazingly low (x0.1)
    2. Super low (x0.3)
    3. Low (x0.5)
    4. Medium low (x0.8)
    5. Medium (x1)
    6. Medium high (x1.2)
    7. High (x1.5)
    8. Super high (x2)
    9. Amazingly high (x2.5)
    10. Ultra (x3)

    Next there would be effect types. Effect types would change both the result of impact from a round of the weapon, and what ammunition is needed. Only weapon not effected by effect types is the flamethrower. The effect type is decided by the Modifier piece.

    1. Regular (nothing special)
    2. Extra-Fast (GOTTA GO FAST)
    3. Explosive (Bullets explode. Missiles explode even more. Nukes cause unfathomable pain.)
    4. Ice (for when you want to make your friends really pissed off. Oh, and to make things slow.)
    5. Slow (really slow bullets that also stack onto the damage)
    6. Super Explosive (explosive rounds filled with explosive rounds covered in go fuck yourself)
    7. Aim-Assisted (not tracking, but generaly points at people for a massive decrease in pain)
    8. Bouncy (causes the round to bounce precisely off a surface instead of destroying itself)
    9. Armor-Piercing (less damage to people, more damage to blocks)
    10. EMP (less damage to blocks, more damage to shields)

    Lastly, there would be ammunition. Ammunition Would be decided by weapon type and ammunition. For example:

    • Bouncy Sniper Rifle Bullets
    • Super Explosive Nuclear-Round
    • EMP Assault Rifle Bulelt

    The end stats of each weapon would be all the stats of each piece, effected by modifiers, and then added tog



    AND FINALLY

    each piece could have a different paint-job :3
     
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    and I posted a way-too-thought-out thing below.



    I\'m taking over this thread. Let\'s keep it alive.
     

    NeonSturm

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    I don\'t get why you need \"nuclear shit\".




    If something is hot enough it could even blow up a sun to the size of a gas giant! 1/3 anti water 2/3 water = extremely hot steam which creates an amazingly big explosion!



    To make it simple: I don\'t want all this stuff in my inventar. Can you even fit all of just your suggestion into the current inventar?

    -1. not so well thought out.
     
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    -10 too dang complicated. Ten parts to make a basic weapon, wtih ten different choices every step of the way? That\'s going to put off every newbie.
     
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    Allow to make something that a newbie can start out with faster, based on the new weapon system. Let\'s start with:

    Weapon frames. These are the items that become weapons when you add blocks (or some come as weapons). Right click on them in the inventory to edit them, both by changing the blocks and like the weapons menu (adjusting reload, distance, etc). You can also name weapons.

    They have a slot for a master computer, a slave computer, and a varible number for the functional blocks. So pistols have 5 slots for functional blocks, SMGs have 7, rifles have 12, shoulder-mounted weapons have 18. But larger weapons make you move slower when you have them selected.

    Block Effects. It doesn\'t matter what slots you put functional blocks in, they simply act like you put them adjecent. If you put in the same type of computer for master and slave, you can change the proportion of modification using \"v\" to change which blocks are assigned to the slave.

    --The master computer determines what the weapon is.

    • Cannon: Shoots bullets.
    • Missile: Shoots missiles (bullets + splash damage, acceleration)
    • Beam: Shoots laser
    • Pulsar: Short range attacks, causes knockback
    • Minelayer: Grenade launcher. Right-click to place an explosive charge.
    • Astrotech: Medigun/block repair
    • Powersupply: Refills the energy of the target. Right-click to use like a ship\'s battery (has only a fraction of player power and much lower regen than the player\'s)
    • Powerdrain: Transfers target power
    • Salvager: Like a better fabricator.

    --The slave system modifies this. (You don\'t need this for the weapon to work)

    • Cannon: increases rate of fire
    • Missile: Split attack (less damage per, but multiple at once) (Missile heatseeker - more means more weight on angle to target and less on distance to target - it\'s more likely to hit what\'s in front of you)
    • Beam: Increases range of attack (Missile honing - more is faster lock-on)
    • Pulsar: Decreases ROF, increases attack damage greatly.
    • Minelayer: Adds splash damage/radius

    --In addition, you may also add an effect to your attack (Melee really benefits from this.) So you could set your target on fire, apply lightning, freeze them in place, corrode their armor, it\'s open-ended. You do this by adding a new type of block called Effect controller in the slots for the functional blocks. More of these increases the chance of the effect being applied, but you only get one effect. (You don\'t need this for the weapon to work)

    Firing types

    You can set your weapon to use clip, heat, continous, or charge firing. The default is continous for empty weapon frames.

    Continous: constant rate of fire. The default. Simple.

    Clip: Allows burst firing. However, you must manually reload or run through the entire clip and automatically reload. When this is set, you can change the clip size, and the fire rate. Reloading takes the same amount of time regardless of how much of the clip you used, and reload time is dependent on how large it is. Average ROF is slightly higher than continous.

    Heat: Allows burst firing. Each shot builds up heat, which dissipates when the weapon is not being fired. Average ROF is the same as continous. When this is set, you can change the rate of fire.

    Charge: Hold down the mouse and release. Has a minimum charge time of the continous fire rate. You move much slower while charging. Max charge power is ten times continous attack power, which occurs at ten times continous fire rate (linear charge effect,) so the same DPS as continous fire.

    Player changes (for Daves too)

    Players now have energy and shields. All players have the same base hp, max energy, energy regen, and thrust. They also have a jetpack/sprint ability, which uses energy. Players can customize their loadout by going to T while in astronaut mode. There, they can equip suits, which increase a player\'s mass, hp, and the number of block slots they have.

    Placing a block in any block slot increases mass, but it increases stats. Like the weapons, adjanceny does not matter.

    • hull-hp and armor rating
    • power regen - ...... duh
    • power tank - max energy
    • thrusters - thrust
    • shield dispersers - shields.

    So players are now kinda like ships. You can remove suits and switch them around and they will keep their blocks.

    --The jetpack/sprint.

    Activated with Lshift. Slow-walking is done using Lctrl (of course you walk slower while looking at the PDA to order around your Daves)

    You have interia while Lshift is held (though you lose it faster in gravity). Thrusting with the jetpack or sprinting costs you energy. You can jetpack up while in gravity, or jump.

    Your jump height is determined by your thrust/mass ratio.
     

    NeonSturm

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    I am curious if it possible to let players -instead spawning just a core- morph into a mech.

    Then, you could just build miniatur (1x2x2m?) mech ships with all stats 1/64 and size = 1/4 and render this above blocks behind players.

    So everytime you would spawn a core, you could choose if you want to be a core, a player, or a mech.
     
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    The suits could probably go up to mech size, and have mech-like apperances.
     
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    you\'d think by the time humanity develops cloaking and shielding technology we\'d have developed a better weapon than the revolver which was first introduced exactly 200 years ago.