Making handheld weapons

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    If your weapon is incapable of firing accurate above 100-ish yards (perhaps because it doesn't support aiming that well), why should you account for it?
    And if you fire in vacuum, there is no wind drag or air resistance.
    In a ship corridor there is air resistances, but still no wind drag.
    And in deep space, gravity can have a much lower effect than on Earth for example.

    The bullet speed also changes a lot in vacuum, mainly because the bullet does not need to push the air out of the barrel.
    "Laser-bursts" also called "Laser-bullets" or "Laser-projectiles" and similar for all other Laser-like guns such as StarTrek-phasers or Masers that work at near-light-speed almost ignore gravity apart black holes.

    A sniper riffle that shoots 2000m on earth at about 700m/s needs almost 3 seconds before impact and you need to aim it about 9m above the target.

    In space, the same projectile would travel at much higher speeds and the chance to hit the wrong target continuously decreases as each shot has is a slightly different direction and targets are much further apart.

    That's why you need a different classification for sniper/other guns with different environments (space, low-wind-corridors with airlocks each 100m) and different ammo capacities (that may hold up to 2000 charges or be able to accumulate charge for multiple shots at once).
    1. That's why I specified rimfires. Some target competitions with rimfire cartridges (like .22LR) are "extreme range" competitions out to 200 yards--which is extreme for the .22LR, but not for, say, the 5.56mm NATO or a .300 Winchester Magnum.

    2. A sniper rifle that shoots at 2000 meters with a muzzle velocity of 700 meters per second will have varying drop depending on the chambering, weight of the bullet, ballistic coefficient of the bullet, ambient temperature, moisture, and cross drift.

    As well as the temperature of the bore--there's a reason snipers and competition marksmen take only "cold bore" shots.

    3. Lasers aren't projectiles, but beams. The rare "laser bullet" is actually more of a charged particle weapon; as the projectile is visible, has kinetic energy and not just heat energy. In addition, lasers do not ignore gravity--the effects of gravity are simply less stated until you encounter extreme gravitational warping--200 gravities will bend light as badly as 1 gravity will bend the flight path of a solid projectile.

    Back to the sniper discussion--The .308 Winchester with an average match grade projectile has roughly just about 460 inches of drop at 1000 yards. The 6.5mm Creedmoor has a drop of 280-ish inches with factory loads (not quite 200 inches less), and the 6.5 Grendel is roughly 330 inches of drop out of an intermediate rifle cartridge (the Grendel is a round designed for use with AR15 platform rifles with a simple barrel and bolt change) and [/i]10" close quarters barrel[/i]. This is why I specified the use in games--most games use an anti-materiel round or a heavy magnum round (.338 Lapua Magnum, or when "small" the .300 Winchester Magnum), rather than what is actually used and issued (generally the 7.62mm NATO/.308 Winchester--difference between the two cartridges is mostly chamber pressure and bullet weight).

    Platform =/= dictate drop. Velocity at range and at the muzzle will account for some, yes, and those are platform specific; but bullet weight and ballistic coefficient (basically a measure of drag effects) will account for a lot more, and those are dictated by: chambering, bullet weight, powder charge, ballistic coefficient... a lot more goes into your ammunition than you'd think.

    The reason the distinction between factory and match ammo was made above is that match ammo is specifically put together for a single firearm specifically, using measurements gained on a shot by shot basis to give it something it will eat reliably and accurately--though some factory ammo is labeled "match grade", rarely is it actually true match grade. Factory ammo, on the other hand, is mass produced and not held to the same precision standards--a factory 230 grain .303 British cartridge may have as much as a 5% difference in the powder load and bullet grain weight.

    Ballistics is an absurdly complicated science, and long range (further than 600 yard) shooting is a very involved process--so while an issue military M4 shooting 5.56mm NATO 55 grain ball may be able to reliably ring steel at 650 yards with a good shooter, it's not the platform standard and hinges almost entirely on having a trained shooter behind the trigger.

    And that's without me getting into barrel harmonics, recoil force (made up of backforce (direct rearward travel) and muzzle rise (upward rise of the muzzle)) the differences between a free float and bedded barrel...

    Something of note--assault rifle chamberings are not limited to 100 yards like video games portray. The general engagement envelope of most assault rifle chamberings is out to 600 yards, give or take. Shotguns with a good choke can pattern buckshot at 75 (that is, a spread small enough to deliver most of the shot on target), slug will accurately hit out to about 300 with a good shooter... most "hunting" cartridges are actually more powerful and reach out to sniper rifle ranges (which is partly due to the fact that sniper rifles coopted effective hunting cartridges for their chambering). Most video game weapons seem to have been modeled after rimfires and airsoft toys with how short ranged and ineffective they tend to be (though Call of Duty type games really have a hard-on for making a 5.56mm NATO 8 inch barrel Colt Commando PDW hit harder and be more accurate than an M14 service rifle chambered in 7.62 NATO).

    Basically, if you learned about it through movies or video games, it's wrong.
     
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    Hey thanks for the summon kiraen However I can say that it isn't likely we'll do a "build your own weapon block by block" system
    Apologies for quoting this twice, but can you give us your reasoning for not using this type of system? I feel like with a modular system ala Fallout, creativity kinda goes out the window..
     

    Saber

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    Apologies for quoting this twice, but can you give us your reasoning for not using this type of system? I feel like with a modular system ala Fallout, creativity kinda goes out the window..
    There were a few issues that led us away from letting people build their own weapons block by block. We agreed that it was definitely an intriguing idea, but some of the issues included the need for a new micro-block system, which would mean the game would be calculating even more individual blocks to render as more and more players entered the same area. Determining weapon output location, and how the weapon would be held, and how that would interact with the player model was another big issue.

    Something else to consider is that we do obviously love focusing the game around building, however another aspect of the game hasn't been pushed a lot in the past, which is exploration. By using a modular system for weapons you are encouraged to go out into space and hunt for parts that will make your weapons stronger, faster, more efficient, etc. This system also aligns with our plan for fauna, going with a modular approach which will allow the game to create interesting combinations for the player, thus filling the universe with more interesting and diverse weapons, just as we'll have varied fauna, while keeping it very controllable from a back-end standpoint.

    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers. Hopefully this gives some insight into the reason for the direction we're going. I'm personally very excited about it, as we (currently) aren't just planning "boring" modules like stocks, barrels, etc. but modules that may drastically change what, and how your weapon fires. Again this is all still very work in progress, so don't take any of this set in stone. That's just the current plan. Let me know if you have any further questions.
     
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    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers. Hopefully this gives some insight into the reason for the direction we're going. I'm personally very excited about it, as we (currently) aren't just planning "boring" modules like stocks, barrels, etc. but modules that may drastically change what, and how your weapon fires. Again this is all still very work in progress, so don't take any of this set in stone. That's just the current plan. Let me know if you have any further questions.
    One that works fairly well while being "simple" to implement is the barrel/receiver/magazine/stock/grip/underbarrel/sight item groups.

    Just please, please, please don't incorporate some of the silliness I see where an assault rifle receiver somehow does more damage than a much more potent battle rifle receiver. It would hurt me inside. Greatly.

    Also, mostly entirely unrelated as this refers to "normal" FPS titles, but $@#$ing reflex and red dot sights do not cut out peripheral vision, that's why they're used on close quarters rifles.
     

    Ithirahad

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    There were a few issues that led us away from letting people build their own weapons block by block. We agreed that it was definitely an intriguing idea, but some of the issues included the need for a new micro-block system, which would mean the game would be calculating even more individual blocks to render as more and more players entered the same area.
    Wouldn't it just be a scaled-down, trimmed-down copy of the current block structure architecture? (You can trim out the block HP data, which is a pretty damn big block of the data per block; all that may be usable for something else and if not then it may help performance to completely do away with the use of that data.)
    Determining weapon output location, and how the weapon would be held, and how that would interact with the player model was another big issue.
    At its simplest this could just be a 'handle block' that anchors in the center of the player's hands and works like a ship core. Maybe a few pose types (one handed sword grip, one handed pistol grip, two handed rifle grip...) could be configurable but meh.

    Also, there's no problem with having a dimension/mass limit for each pose, for sanity's sake.
    Something else to consider is that we do obviously love focusing the game around building, however another aspect of the game hasn't been pushed a lot in the past, which is exploration. By using a modular system for weapons you are encouraged to go out into space and hunt for parts that will make your weapons stronger, faster, more efficient, etc.
    Meh. The ability to build and mass-produce theme-fitting custom weapons for my faction is more appealing to me than cobbling together fancy guns from stuff I found sitting in some old pyramid. If those old pyramids had special factory recipes for new types of weapon modules to put inside the guns that would be neat, but it seems we've already moved away from recipe items anyway.
    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers.
    If it acts anything like loading the block grids of small ships (but with no collision data! :D), it'd be almost lag-free and really really fast.
     
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    Wolverines527

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    There were a few issues that led us away from letting people build their own weapons block by block. We agreed that it was definitely an intriguing idea, but some of the issues included the need for a new micro-block system, which would mean the game would be calculating even more individual blocks to render as more and more players entered the same area. Determining weapon output location, and how the weapon would be held, and how that would interact with the player model was another big issue.

    Something else to consider is that we do obviously love focusing the game around building, however another aspect of the game hasn't been pushed a lot in the past, which is exploration. By using a modular system for weapons you are encouraged to go out into space and hunt for parts that will make your weapons stronger, faster, more efficient, etc. This system also aligns with our plan for fauna, going with a modular approach which will allow the game to create interesting combinations for the player, thus filling the universe with more interesting and diverse weapons, just as we'll have varied fauna, while keeping it very controllable from a back-end standpoint.

    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers. Hopefully this gives some insight into the reason for the direction we're going. I'm personally very excited about it, as we (currently) aren't just planning "boring" modules like stocks, barrels, etc. but modules that may drastically change what, and how your weapon fires. Again this is all still very work in progress, so don't take any of this set in stone. That's just the current plan. Let me know if you have any further questions.
    Will we be able to make weapons from factorys like anything else that way factions can have have a way to mass produce regular versions of an assault rifle or rifles etc because that would be a pretty good idea
     
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    Wolverines527

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    Finally fixed it sorry about that
    [DOUBLEPOST=1449114223,1449114129][/DOUBLEPOST]
    There were a few issues that led us away from letting people build their own weapons block by block. We agreed that it was definitely an intriguing idea, but some of the issues included the need for a new micro-block system, which would mean the game would be calculating even more individual blocks to render as more and more players entered the same area. Determining weapon output location, and how the weapon would be held, and how that would interact with the player model was another big issue.

    Something else to consider is that we do obviously love focusing the game around building, however another aspect of the game hasn't been pushed a lot in the past, which is exploration. By using a modular system for weapons you are encouraged to go out into space and hunt for parts that will make your weapons stronger, faster, more efficient, etc. This system also aligns with our plan for fauna, going with a modular approach which will allow the game to create interesting combinations for the player, thus filling the universe with more interesting and diverse weapons, just as we'll have varied fauna, while keeping it very controllable from a back-end standpoint.

    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers. Hopefully this gives some insight into the reason for the direction we're going. I'm personally very excited about it, as we (currently) aren't just planning "boring" modules like stocks, barrels, etc. but modules that may drastically change what, and how your weapon fires. Again this is all still very work in progress, so don't take any of this set in stone. That's just the current plan. Let me know if you have any further questions.
    Sorry about that technical difficulties
     
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    I think that if you had a lot of customization, especially visual, eg. color, and maybe a spot for a faction or personal logo and the ability to attach "secondary" things to you weapon like clipping on support beam things to the side of your barrel.
    This would be, in my opinion enough, as long as you could mass produce the weapons. NOTE:For the "parts" could they be found in pyramids or wherever, then "Scanner" into a blueprint like thing, then manufactured. They wouldn't need to have different recipes, as they would *hopefully* be balanced, then you could do something like this: Bob has a faction called Writeys, and his log is a blocky pencil, with the colors of black and gray. He searches around, and finds the perfect components to make his marines assault rifle. He makes it have a gray body and black components, with his logo on the side.
     
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    Blakpik

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    There were a few issues that led us away from letting people build their own weapons block by block. We agreed that it was definitely an intriguing idea, but some of the issues included the need for a new micro-block system, which would mean the game would be calculating even more individual blocks to render as more and more players entered the same area. Determining weapon output location, and how the weapon would be held, and how that would interact with the player model was another big issue.

    Something else to consider is that we do obviously love focusing the game around building, however another aspect of the game hasn't been pushed a lot in the past, which is exploration. By using a modular system for weapons you are encouraged to go out into space and hunt for parts that will make your weapons stronger, faster, more efficient, etc. This system also aligns with our plan for fauna, going with a modular approach which will allow the game to create interesting combinations for the player, thus filling the universe with more interesting and diverse weapons, just as we'll have varied fauna, while keeping it very controllable from a back-end standpoint.

    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers. Hopefully this gives some insight into the reason for the direction we're going. I'm personally very excited about it, as we (currently) aren't just planning "boring" modules like stocks, barrels, etc. but modules that may drastically change what, and how your weapon fires. Again this is all still very work in progress, so don't take any of this set in stone. That's just the current plan. Let me know if you have any further questions.
    If I may; please tell me that you are going to make it so we can at least pick the colour of the laser-bolt-thing.
    Also, potentially colour the guns themselves, please?
     

    Saber

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    Will we be able to make weapons from factorys like anything else that way factions can have have a way to mass produce regular versions of an assault rifle or rifles etc because that would be a pretty good idea
    We still haven't decided about crafting for weapon components, so I can't speak on this. it's possible after you find a mod you can craft it, but I can't say for sure.


    I think that if you had a lot of customization, especially visual, eg. color, and maybe a spot for a faction or personal logo and the ability to attach "secondary" things to you weapon like clipping on support beam things to the side of your barrel.
    This would be, in my opinion enough, as long as you could mass produce the weapons. NOTE:For the "parts" could they be found in pyramids or wherever, then "Scanner" into a blueprint like thing, then manufactured. They wouldn't need to have different recipes, as they would *hopefully* be balanced, then you could do something like this: Bob has a faction called Writeys, and his log is a blocky pencil, with the colors of black and gray. He searches around, and finds the perfect components to make his marines assault rifle. He makes it have a gray body and black components, with his logo on the side.
    If I may; please tell me that you are going to make it so we can at least pick the colour of the laser-bolt-thing.
    Also, potentially colour the guns themselves, please?
    We haven't discussed coloring the weapon itself, and I don't think it's too likely we'll allow people to add logo's to their guns, as that could be a problem come texturing time, but yes you should be able to color the output of the weapon. Also the modularity will be a wide variety of modules, as I said previously it won't just be "barrel, stock, scope" boring things like that, modules you attach should (based on our current plan) completely change how your weapon fires and applies it's effect.
     
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    I just want to say that if I am going to go exploring, questing, or hunting for weapon parts, I would rather have weapons and gear end up part of my "suit" and have an option to not drop on death but still have blocks drop.
    Just a config option to open more doors for boarding, logic arena PVP with cool resource interactions, and to limit the number of sniper beams I can cycle on my bar.

    Edit: How hard would it be to add a config setting to not drop listed meta items on death?
     

    Blakpik

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    We haven't discussed coloring the weapon itself, and I don't think it's too likely we'll allow people to add logo's to their guns, as that could be a problem come texturing time, but yes you should be able to color the output of the weapon. Also the modularity will be a wide variety of modules, as I said previously it won't just be "barrel, stock, scope" boring things like that, modules you attach should (based on our current plan) completely change how your weapon fires and applies it's effect.
    By 'colour' I didn't so much mean paint details, as much as just select a single base colour, probably out of all the hull colours, just the paint the exterior of the gun. So you could have a green gun, or a blue gun etc.
     
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    There were a few issues that led us away from letting people build their own weapons block by block. We agreed that it was definitely an intriguing idea, but some of the issues included the need for a new micro-block system, which would mean the game would be calculating even more individual blocks to render as more and more players entered the same area. Determining weapon output location, and how the weapon would be held, and how that would interact with the player model was another big issue.

    Something else to consider is that we do obviously love focusing the game around building, however another aspect of the game hasn't been pushed a lot in the past, which is exploration. By using a modular system for weapons you are encouraged to go out into space and hunt for parts that will make your weapons stronger, faster, more efficient, etc. This system also aligns with our plan for fauna, going with a modular approach which will allow the game to create interesting combinations for the player, thus filling the universe with more interesting and diverse weapons, just as we'll have varied fauna, while keeping it very controllable from a back-end standpoint.

    StarMade is all about freedom to the player, to play, build, and explore how they want. We understand that not using a block-by-block building mechanism removes some of that creative freedom, however we have to consider how such a system would be handled not only by the game, but by the players and their computers. Hopefully this gives some insight into the reason for the direction we're going. I'm personally very excited about it, as we (currently) aren't just planning "boring" modules like stocks, barrels, etc. but modules that may drastically change what, and how your weapon fires. Again this is all still very work in progress, so don't take any of this set in stone. That's just the current plan. Let me know if you have any further questions.
    As a few of you here may know i am a HUGE supporter of the "build your gun block by block" system of creation and id love to see that in more than just starmade.

    That said...i like this idea a bit more. (especially if horrible boss creatures are added to abandoned stations.) Due to its exploration aspect and the fact that the modular system caters to a very large, not quite infinite like block by block but very large none the less, amount of personal creativity. Great example is the game loadout. I have played a fairly large amount and am still toying with new components for launchers trying to make the best for me...and that is ONE weapon type. If done right modular is just as good as block by block in terms of creativity...and even better in terms of balance.

    Next subject is the exploration itself. Who would be more impressed by the phrase "i built this gun with parts i had on hand." Than the phrase "i had to kill a 20 foot tall alien creature to build this gun."? Anyone? Exploration not only adds depth to the game but a feeling of gratification once you have the gun. The harder it is to get the better the feeling when you do. As big of a "build it yourself" guy i am i do like the sound of "I scoured several dozen planets, raided 30 pirate stations, braved 20 alien infested derelect stations, killed 10 alien queens, and returned a partridge to its pear tree in the negradari system to get this gun."

    Last subject i wish to address. If manufacturing was added that would promote player trading. If a certain player has guns you like that you dont have the modules to create you can buy a few from him tou outfit yourself and friends. (or sneak into his armory and steal them...shhhh...if anyone asks i didnt say it. ;)) Which would also add to the depth of the game.
     
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    As a few of you here may know i am a HUGE supporter of the "build your gun block by block" system of creation and id love to see that in more than just starmade.

    That said...i like this idea a bit more. (especially if horrible boss creatures are added to abandoned stations.) Due to its exploration aspect and the fact that the modular system caters to a very large, not quite infinite like block by block but very large none the less, amount of personal creativity. Great example is the game loadout. I have played a fairly large amount and am still toying with new components for launchers trying to make the best for me...and that is ONE weapon type. If done right modular is just as good as block by block in terms of creativity...and even better in terms of balance.

    Next subject is the exploration itself. Who would be more impressed by the phrase "i built this gun with parts i had on hand." Than the phrase "i had to kill a 20 foot tall alien creature to build this gun."? Anyone? Exploration not only adds depth to the game but a feeling of gratification once you have the gun. The harder it is to get the better the feeling when you do. As big of a "build it yourself" guy i am i do like the sound of "I scoured several dozen planets, raided 30 pirate stations, braved 20 alien infested derelect stations, killed 10 alien queens, and returned a partridge to its pear tree in the negradari system to get this gun."

    Last subject i wish to address. If manufacturing was added that would promote player trading. If a certain player has guns you like that you dont have the modules to create you can buy a few from him tou outfit yourself and friends. (or sneak into his armory and steal them...shhhh...if anyone asks i didnt say it. ;)) Which would also add to the depth of the game.
    How is loadout? I haven't been able to stir up the prerequisite give-a-durns required to ever get into it.

    A more real world example of modular weapons that use a standardized body (as much as I hate building them), the AR15 family. Outside of the goofballs at Colt, almost all of them use either a Civilian or Mil-Spec pattern (mostly just a difference in pin/tube diameters rather than pitch and thread, thank Browning!--however up until really recently you couldn't drop select fire parts into a civilian machined receiver)...

    Go to Brownells and search for AR15 buttstock. I'll wait.

    One pattern, a TON of parts (aesthetically pleasing, ergonomically effective, or both) to choose from--but you're not building the whole stock by hand, just dropping a part onto a modular assembly.

    I mean, if StarMade used slugthrowers then the basic pattern would fit barrel-gas system-receiver (or in the case of something like the AR, upper receiver and lower receiver)-magazine (this one is pretty damn stupid IMO, but for some reason magazines are "customizing options" these days)-stock-sights-underbarrel.

    That's 7 parts that can be combined for different effects (boarding slugthrowers would fit like a modern PDW, with a 6-10" barrel, foregrip, collapsing stock, and eyes-open zero-mag optical sight) and that's oversimplifying by an immense amount.
     
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    Personally id say load out is a great game but hey everyone has their own ideas. My reasons for bringing it up are best explained using the loadout weapon crafting trailer. (insert spoiler here)
    In any case i will summarise the video for those who cant watch it or dont feel like it...and it is surprisingly similair to ship weapons in starmade tbh. Each weapon starts with a chassis that determines the projectile. (like the primary system in ship weapons) Then you add on parts to change exactly how the weapon behaves. (like the secondary systems in weapons but MANY more options) And last you can add a payload that will modify the type of damage the weapons does. (like the effects in ship weapons.

    Loadout chassis include
    • Beam-pinpoint accurate beam that deals constant damage but has low damage per hit.
    • Pulse-High damage projectiles with a limited effective range due to inaccuracy.
    • Bullet-Middleground between pulse and beam offering a better balance of damage and accuracy at the expense of lower ammo.
    • Launcher-Explosive AOE weapons firing anywhere from 1-6 rockets dealing high damage but require constant reloading.
    After that there are a whole list of parts from triggers that modify how fast/how many times per pull the weapon will fire to sights that can display the targets health or even allow you to steer rockets mid flight.

    Cause of my experiance with loadout i see the possibilities the modular system has...and im sure many of you do. But for petes sake dont limit it to real life bullets and gunpowder. Our ships dont have metal slinging cannons they have AMCs (Anti-Matter Cannons for those who dont know) So if we can make our ships shoot AntiMatter projectiles why should we shoot copper ones?

    My thoughts on what we should do for the projectile types are as follows (you are welcome to send ideas for more as you wish)
    • Laser
    • Railgun
    • Energy Pulse
    • Launcher
    • Blade
    Laser weapons would be continuous low damage weapons with a possibility for a low grade aim assist helping the user keep the damage on the target when aiming "close enough" to at them through a computer in the gun. Would be great for any run and gun styles of play do to its constant damage and aim assist.

    Railgun weapons are like modern day bullets but with far more range and speed. The additional parts you can get make them far more versatile due to their ability to be modified into high speed sniper rifles or lower velocity machinguns. Not able to have both as higher velocities take too much power to recharge them quickly.

    Energy pulse weapons fire bursts of pure energy that naturaly have a high damage but spread as they fly causing them to lose energy but hit multiple targets per shot. Can be modified to stablize the energy blast for more damage at longer range but losing the ability to hit multiple targets or destablise it for a low range explosive burst.

    Launchers are Area Of Effect explosive weapons naturally like the typical rocket launcher with the ability to be modified into grenade launchers, mine layers, smart missiles, or cluster/flak bombs. Different trigger and detonation types allow them many different variations but the explosions do not distinguish between friend or foe.

    Bladed weapons are naturaly point blank weapons favorable in tight quarters or stealth missions which can be modified with a number of features such as laser blades that melt steel, magnetic return systems for throwing knives, sticky blades and cameras for scouting, or electrical circuits to stun and disrupt target personnel and systems.

    Yes i know i went very sci fi with the
    descriptions but why not? Its starmade...not sims. Why not let people use weapons and utilites like that? There is a high enough level of technology after all.

    What do you people think?
     
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    Cause of my experiance with loadout i see the possibilities the modular system has...and im sure many of you do. But for petes sake dont limit it to real life bullets and gunpowder. Our ships dont have metal slinging cannons they have AMCs (Anti-Matter Cannons for those who dont know) So if we can make our ships shoot AntiMatter projectiles why should we shoot copper ones?
    You misunderstand the intentions of my post. I was listing off things I have actual experience with--I've obviously never built a plasma cannon so I couldn't very well list parts for one of those. :P

    In defense of slugthrowers though, they're cheap. An ounce of copper jacketed lead is a lot cheaper than an energy weapon system just by sheer simplicity--something you'd expect to see a lower-income pirate or outlaw packing.
     
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    You misunderstand the intentions of my post. I was listing off things I have actual experience with--I've obviously never built a plasma cannon so I couldn't very well list parts for one of those. :p

    In defense of slugthrowers though, they're cheap. An ounce of copper jacketed lead is a lot cheaper than an energy weapon system just by sheer simplicity--something you'd expect to see a lower-income pirate or outlaw packing.
    I do see your point my friend. And some of the parts we have in real life would definitely fit, for example a railgun sniper rifle with a sniper scope, and i obviously have no personal experience with these future weapons but in the setting of starmade who says they dont? From a character standpoint it isnt too big of an issue to assume that every astronaut knows how to build a pulse weapon or a railgun. We are all GIVEN AntiMatter based weaponary on spawn afterall...thats not stuff you want the average person trying to assemble.

    Besides in starmade even the lowest income pirate has a isanth with either missiles, cannons, or a set of beam weapons. So yes there probably are slug throwers somewhere...but why use gunpowder to throw a slug at 700 feet per second when you can use a railgun to throw that same slug at 7000 feet per second. Railguns are slug throwers...they just throw them harder and faster than the common guns of today. So i do defend them aswell...just the next generation of them.

    Edit: Also when you meantioned not knowing the parts that go into a plasma cannon i understand. But a grenade launcher and a sniper rifle arent the same kinds of weapons right? Yet they both have a trigger, sight, stock, clip, barrel, etc. So im talking the different projectiles not the casing. The casing is where the parts come in and personalise the weapon...as such...that is a discussion for another time.
     
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    Wolverines527

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    Personally id say load out is a great game but hey everyone has their own ideas. My reasons for bringing it up are best explained using the loadout weapon crafting trailer. (insert spoiler here)
    In any case i will summarise the video for those who cant watch it or dont feel like it...and it is surprisingly similair to ship weapons in starmade tbh. Each weapon starts with a chassis that determines the projectile. (like the primary system in ship weapons) Then you add on parts to change exactly how the weapon behaves. (like the secondary systems in weapons but MANY more options) And last you can add a payload that will modify the type of damage the weapons does. (like the effects in ship weapons.

    Loadout chassis include
    • Beam-pinpoint accurate beam that deals constant damage but has low damage per hit.
    • Pulse-High damage projectiles with a limited effective range due to inaccuracy.
    • Bullet-Middleground between pulse and beam offering a better balance of damage and accuracy at the expense of lower ammo.
    • Launcher-Explosive AOE weapons firing anywhere from 1-6 rockets dealing high damage but require constant reloading.
    After that there are a whole list of parts from triggers that modify how fast/how many times per pull the weapon will fire to sights that can display the targets health or even allow you to steer rockets mid flight.

    Cause of my experiance with loadout i see the possibilities the modular system has...and im sure many of you do. But for petes sake dont limit it to real life bullets and gunpowder. Our ships dont have metal slinging cannons they have AMCs (Anti-Matter Cannons for those who dont know) So if we can make our ships shoot AntiMatter projectiles why should we shoot copper ones?

    My thoughts on what we should do for the projectile types are as follows (you are welcome to send ideas for more as you wish)
    • Laser
    • Railgun
    • Energy Pulse
    • Launcher
    • Blade
    Laser weapons would be continuous low damage weapons with a possibility for a low grade aim assist helping the user keep the damage on the target when aiming "close enough" to at them through a computer in the gun. Would be great for any run and gun styles of play do to its constant damage and aim assist.

    Railgun weapons are like modern day bullets but with far more range and speed. The additional parts you can get make them far more versatile due to their ability to be modified into high speed sniper rifles or lower velocity machinguns. Not able to have both as higher velocities take too much power to recharge them quickly.

    Energy pulse weapons fire bursts of pure energy that naturaly have a high damage but spread as they fly causing them to lose energy but hit multiple targets per shot. Can be modified to stablize the energy blast for more damage at longer range but losing the ability to hit multiple targets or destablise it for a low range explosive burst.

    Launchers are Area Of Effect explosive weapons naturally like the typical rocket launcher with the ability to be modified into grenade launchers, mine layers, smart missiles, or cluster/flak bombs. Different trigger and detonation types allow them many different variations but the explosions do not distinguish between friend or foe.

    Bladed weapons are naturaly point blank weapons favorable in tight quarters or stealth missions which can be modified with a number of features such as laser blades that melt steel, magnetic return systems for throwing knives, sticky blades and cameras for scouting, or electrical circuits to stun and disrupt target personnel and systems.

    Yes i know i went very sci fi with the
    descriptions but why not? Its starmade...not sims. Why not let people use weapons and utilites like that? There is a high enough level of technology after all.

    What do you people think?
    I like your idea alot its much more diversive then what i brought to the table and am hoping the devs like it too because it is very cool
     
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    Yeah i want to see it in starmade last week. XD Just a reminder its inspired by loadout as ive said so i cant take all the credit. I could see it really fitting with the devs plans for exploration to unlock the parts too. Perhaps their should be a option to make a hologram version to test out in the virtual sector like with the shipyard designs. And in that designer every part is unlocked by default so you can plan what kind of weapon you want.