Ideas wanted for ME3 Weapons Customisation (updated with poll)
#26
Posté 04 mars 2010 - 12:27
#27
Posté 04 mars 2010 - 12:58
Each weapon allows the following to be modded:
Barrel
Magazine(the metal block for ammo)
Heat Sink
Grip/Stock
VI
Then you could have an extra slot for special mods that are for a certain weapon type(tripods, scopes, ect).
That gives you six slots for each weapon type and allows you to reuse some mods between weapons(since our ship is fabricating these, it shouldn't be too hard to use the tech you research to build it into each weapon, no matter the type). Each mod could have different effects, with lesser effects having no drawback, and higher effects having drawback.
Just for curiosity, OP, is your system single-weapon(you use a singular weapon base, like the N7 armor, and use mods to change the feel) with high-effect mods, or multiple-weapon with lesser-effect mods(to retain balance and uniqueness)?
#28
Posté 04 mars 2010 - 02:45
[quote]Massadonious1 wrote...
[quote]Shotgun. Adds a small shotgun to the rifle for
quicker switching of weapons. [/quote]
Or I could just play Modern Warfare 2.[/quote]
True you could, but we all know that ME2 is an TPS/RPG blend. Why not take some of the better ideas from the modern FPS' and incorporate them in ME2 to improve the shooter aspects?[/qoute]
Like putting in a prone firing position.
Modifié par TheShogunOfHarlem, 04 mars 2010 - 02:45 .
#29
Posté 04 mars 2010 - 07:07
That's not a bad idea actually Eternal. Keeps the system relatively simple (and therefore easier to add) whilst adding uniqueness to each weapon. I've done that to an extent, so you'd still have your general weapon upgrades, but then get to add something (or not) to the weapon if you wish, each of which would have a benefit and disadvantage. Obviously some are multi-platform such as the scope, but that doesn't work with some weapons - ie you'd never have a scope on a handgun.EternalWolfe wrote...
I like the idea, but perhaps an easier way to do it would be to standardize the parts for all weapons.
Each weapon allows the following to be modded:
Barrel
Magazine(the metal block for ammo)
Heat Sink
Grip/Stock
VI
Then you could have an extra slot for special mods that are for a certain weapon type(tripods, scopes, ect).
That gives you six slots for each weapon type and allows you to reuse some mods between weapons(since our ship is fabricating these, it shouldn't be too hard to use the tech you research to build it into each weapon, no matter the type). Each mod could have different effects, with lesser effects having no drawback, and higher effects having drawback.
Just for curiosity, OP, is your system single-weapon(you use a singular weapon base, like the N7 armor, and use mods to change the feel) with high-effect mods, or multiple-weapon with lesser-effect mods(to retain balance and uniqueness)?
As for my idea, basically I'd keep the ME2 system - so for Assault Rifles for example having the three weapons in the Assault Rifle, Battle Rifle, and Light Machine Gun. But the weapons modifications would then go on top of those to customise the feel of each.
So what you could do is say go into a mission with your M-8 Avenger w/Grenade Launcher, and then in the next mission you might want a greater spray of rounds, so you simply swap out your weapon for a Light Machine Gun, which you can then customise. I'd want the customised options retained though, so if you then switch back to the Assault Rifle it still has the Grenade Launcher attached.
Sorry Mass, missed your post. But if we can do these things now, surely we should be able to do them in the future! After all, with all of the technology upgrades, how hard would it be to put on better scopes or a grenade launcher? Almost all of the combat situations in ME1 or ME2 would have benefitted from it.Massadonious1 wrote...
Don't
get me wrong, all your other ideas sound fine, but I think there are
plenty of other options out there without resorting to the cliche weapon
within a weapon thing.
It works in Modern Warfare, well, because
it's modern....as in based on current tech.
I would think our
future selves have evolved beyond that.
Modifié par Captain_Obvious_au, 04 mars 2010 - 07:10 .
#30
Posté 04 mars 2010 - 07:57
Captain_Obvious_au wrote...
Well the problem faced though Terror is that with increased choice you lose a unique feel for each weapon. I know there were weapons in ME1 particularly in Assault Rifles where two weapons from different manufacturers were the same in every single respect.
By having three what you'd have is three big differences. As in ME2 you have one smaller weapon (Assault Rifle) that fires quickly but is light and with less power. One is a Battle Rifle that fires more slowly and has greater range and power but less ammo capacity. The third option is the LMG which has a very high fire rate, but not so good with accuracy and goes through rounds quickly. The thing is I'd want these all available pretty early on, and you'd then get to customise them ala my proposed system.
The biggest problem is having sufficient weapons to have variety, but not so many that you lose a unique feel for each weapon.
You don't need to lose the unique feel, you just bring back manufacturers ala ME1 where several different companies make a selection of rifles that are the same basic make and feel the same to fire, but have other attributes (damage, accuracy, thermal clip capacity, shield/armour bypass, number of mod slots, etc.) that have different values visible to the player (ala ME1 again) so they can determine which they'd prefer. If these weapons are well balanced and there's no real "Waste of Space" or "Alpha and the Omega" ones then it'd work fine.
#31
Posté 04 mars 2010 - 08:06
#32
Posté 04 mars 2010 - 09:42
#33
Posté 04 mars 2010 - 09:56
#34
Posté 04 mars 2010 - 11:01
Captain_Obvious_au wrote...
Terror - I'm not saying it can't be done, just that the more weapons you add, the harder it is. I thought that maybe you could have two types of each weapons - like an Assault Rifle and Battle Rifle, one of each fires fully automatic, the other of each fires 3-round bursts, hey presto you have four rifles. That would probably be too basic for what you're thinking right?
To me that's increasing the types of guns there are but not increasing the amount of guns there are, if you get me. That'd be like simply saying in Dragon Age you've only got one double-edged longsword, one single-edged longsword, one bastard sword, and one greatsword and that's it for swords in the entire game. People would throw a fit in Dragon Age if that's all there was.
Yes, I know it's a different kettle of fish, but these are both supposed to be RPGs here, and while a good RPG doesn't necessarily need a good range of items, I think its better when it does. ME1 at least tried too, even if the weapon selection wasn't great and some items were just filler. Then again, unique, rare and special weapons cease to be that way when there' s nothing common to compare them to. And that in itself is part of the problem with the ME2 system, particularly when the same weapons are in the same places every single time and its simply a matter of finding them (which in itself isn't hard... it's hard NOT to find them).
To use your example, what I'd like instead of the following:-
- Assault Rifle (auto)
- Assult Rifle (burst)
- Battle Rifle (auto)
- Battle Rifle (burst)
- Assault Rifle (auto) - 250 Damage, 85% Accuracy, 350 Clips
- Assault Rifle (auto) - 150 Damage, 90% Accuracy, 500 Clips
- Assault Rifle (auto) - 400 Damage, 75% Accuracy, 100 Clips
- Assault Rifle (burst) - 200 Damage, 90% Accuracy, 400 Clips
- Assault Rifle (burst) - 100 Damage, 95% Accuracy, 600 Clips
- Assault Rifle (burst) - 350 Damage, 80% Accuracy, 200 Clips
- Battle Rifle (auto) - ... etc.
#35
Posté 04 mars 2010 - 03:10
Still I figure with modifications, a few less would be better so as not to overdo the system. Or maybe have new weapons unlocked through quests etc - so maybe you do a job for a member of Hane-Keder (whatever the name is) and in return they give you access to a new rifle they're working on.
#36
Posté 05 mars 2010 - 01:21
#37
Posté 05 mars 2010 - 01:54
So how would Battle Rifles differ from Assault Rifles? More damage and accuracy with less clips?Terror_K wrote...
Yes, I know it's a different kettle of fish, but these are both supposed to be RPGs here, and while a good RPG doesn't necessarily need a good range of items, I think its better when it does. ME1 at least tried too, even if the weapon selection wasn't great and some items were just filler. Then again, unique, rare and special weapons cease to be that way when there' s nothing common to compare them to. And that in itself is part of the problem with the ME2 system, particularly when the same weapons are in the same places every single time and its simply a matter of finding them (which in itself isn't hard... it's hard NOT to find them).
To use your example, what I'd like instead of the following:-Is, the following (or something along these lines):-
- Assault Rifle (auto)
- Assult Rifle (burst)
- Battle Rifle (auto)
- Battle Rifle (burst)
- Assault Rifle (auto) - 250 Damage, 85% Accuracy, 350 Clips
- Assault Rifle (auto) - 150 Damage, 90% Accuracy, 500 Clips
- Assault Rifle (auto) - 400 Damage, 75% Accuracy, 100 Clips
- Assault Rifle (burst) - 200 Damage, 90% Accuracy, 400 Clips
- Assault Rifle (burst) - 100 Damage, 95% Accuracy, 600 Clips
- Assault Rifle (burst) - 350 Damage, 80% Accuracy, 200 Clips
- Battle Rifle (auto) - ... etc.
#38
Posté 05 mars 2010 - 02:17
#39
Posté 05 mars 2010 - 02:25
I have a new idea for pistols upgrades too - double-triggers. Basically install it, and your pistol fires two shots in quick succession instead of only one.
#40
Posté 05 mars 2010 - 02:54
Captain_Obvious_au wrote...
Well I'd imagine the Battle Rifle/Assault Rifle difference would be the same as the difference in the real work - heavier rounds, longer range, slower firing rate, less ammunition.
I have a new idea for pistols upgrades too - double-triggers. Basically install it, and your pistol fires two shots in quick succession instead of only one.
*Burst Fire Module(Special Slot, Pistol only)
A custom-made firing chamber allows for a quick prep and fire of two rounds from a single trigger pull, at the cost normal fire rate.
-Pistol fires in two bullet burst mode.
-25% firing rate.
Something like that?
#41
Posté 05 mars 2010 - 04:24
#42
Posté 05 mars 2010 - 05:33
Terror_K wrote...
I imagine that given the way ME guns work, one could also have a mod that gives the option of shaving a little more than just a grain of metal from the block when firing for extra damage.
heh sawn off shotgun i was just thinking of that
#43
Posté 05 mars 2010 - 08:26
Eternal - pretty much. Essentially you're getting a much faster firing rate, but you're going to go through your ammo really quickly. It would be best for say Soldiers for whom the pistol is very much a backup weapon and only used in emergencies.
#44
Posté 05 mars 2010 - 11:31
I'd hate for it to just make one weapon, some sort of uber-weapon.
Perhaps you find blueprints for such upgrades and need resources to install them.
Cooling vents:
An air cooling systems helps manage the weapons heat better.
x% extra shots per heatsink.
Scram-rail:
The magnets in this rail are more powerfull, adding to the guns penetration. This makes the more suceptible to wear, requiring a reduced fire-rate
+x% to armor and health. -y% to rate of fire and barriers/shields
#45
Posté 05 mars 2010 - 12:01
#46
Posté 06 mars 2010 - 02:21
#47
Posté 06 mars 2010 - 02:26
SolidDuece wrote...
How about leaving the system as it is?
No the system is retarded as it is. Go play a TPS if you want simple gunplay. This is an RPG and I am fed up with BW catering to the shooting action crowd at the expense of RPG and customization elements. Upgrades need to be per gun and each weapon needs stats. Screw the system ME2 has. Was bland and unfulfilling. Might as well not have existed.
#48
Posté 06 mars 2010 - 05:56
An automatic shotgun or shotgun mod that blows through clips but blasts quickly with very high damage. Useful for those who don't generally use a shotgun, but might be willing to switch for a massive amount of damage in a short amount of time. Useful for brining heavy mechs down quickly without wasting heavy weapon ammo, or for dealing with clumped groups such as husks.
EDIT: An idea for a general weapon mod if BioWare insist on going with the thermal clip system:- Thermal Clip Stealer: basically uses a mod slot on a weapon to allow said weapon to steal clips from others. Sick of running out of clips for your favourite weapon and having to switch to another? With this mod installed, when you run out of clips for modded gun you then steal an equal amount of clips from the other weapons in your pool to fill said weapon again. Then again, this might not be needed if BioWare allowed us to choose our weapon loadouts in ME3 and actually turn certain weapons off entirely. Could still be handy, even then.
Modifié par Terror_K, 06 mars 2010 - 06:02 .
#49
Posté 06 mars 2010 - 06:36
I was thinking about the Automatic Shotgun. Would it be better as a mod to add to a regular shotgun, or as a completely new weapon though? I'm thinking a new weapons, a new type of shotgun.
I like the thermal clip idea, and choosing loadouts. Why do I have to carry a pistol instead of a submachine gun as a soldier?
#50
Posté 06 mars 2010 - 06:42
Captain_Obvious_au wrote...
Not quite Tazz. A sawn-off shotgun means the end of the barrel has been cut off, this is done to lighten the weapon and make it more easily concealed. What Terror is talking about is using a large chunk of ammo for each round, which I thought about and figured would be best for a shotgun-only Sledgehammer Round.
Eternal - pretty much. Essentially you're getting a much faster firing rate, but you're going to go through your ammo really quickly. It would be best for say Soldiers for whom the pistol is very much a backup weapon and only used in emergencies.
id kill to get a ak47 style black hole gun. not a pistol but in the form of an ak47 that shoots black holes.





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