Darkwind
New Vehicle Weapon suggestion

*Longo*


Posted Aug 23, 2009, 11:22 am
Unknown if a type of weapon like this was suggested, but was thinking of a ballistics type weapon that has a DOT(Damage Over Time) effect. Like a Napalm cannon, range of like 75 meters, whatever side it hits it does so many points of damage to that side for the next 3 rounds, or something of the sort. If it misses, it creates a flaming oil on the ground. Only keep it like 3-5 shots, with a 35-40 bulk, as it could potentially be very powerful in the hands of a good ballistics guy.

Sam, can you sticky this topic for future use?
Serephe


Posted Aug 23, 2009, 11:37 am
Napalm mortar is a nice idea indeed. Would be interesting even if it did fairly weak damage over time, since mortar type weapons have splash... pretty sure that people would cry when the AI started using it on them though.
Raife


Posted Aug 23, 2009, 1:17 pm
Slung napalm would be pretty powerful if it did morale damage like Flamethrowers.

I'd love to see more low-tech weapons like ballistae and mounted crossbows. Some more small-bulk options besides rockets. Maybe fired grappling hooks that bigger cars could use on smaller cars to give them a little body english.

Something else, side-mounted spikes or reinforced spikes.
Skasi


Posted Aug 23, 2009, 5:50 pm
As for side-mounted spikes: How about making them additions to wheels, so one can deal with others that don't want to move over for you. Additional damage on tyres - even more if yours twirl like hell. :rolleyes:
Raife


Posted Aug 23, 2009, 6:05 pm
Spiked tires would definitely be cool.
*Grograt*
gary.r.horder@gmail.com

Posted Aug 23, 2009, 6:26 pm
armoured wheel hubs for those that aint gonna take the spiked tyre attack B)
darthspanky


Posted Aug 24, 2009, 4:40 pm
how about some hv versions of weapons that dont have a hv version like spikedroppers, minedroppers, flechettes, vehicular shotguns,
*Ninesticks*


Posted Aug 24, 2009, 4:50 pm
Nice ideas, always been partial to the idea of an auto-cgl, which acts like a gatling cgl.
Groove Champion


Posted Aug 24, 2009, 5:05 pm
My suggestion is a CGL that actually works! :rolleyes:
*Ninesticks*


Posted Aug 24, 2009, 5:14 pm
They work if they are used right, just like mmls

;)
*Longo*


Posted Aug 24, 2009, 5:14 pm
The previous mentioned medium gat is a must too
betterlucky


Posted Aug 24, 2009, 5:19 pm
Probably too hard to implement, but a grappling hook with a limited length cable could be cool for slowing down the muscle cars too. Best used on something big, you can image what would happen if a Marley tried grappling an Apache... :)
darthspanky


Posted Aug 24, 2009, 5:41 pm
hehe why is that lorry dragging 20 grapplied marleys lol probly just married hehe
*Lugal*


Posted Aug 24, 2009, 5:51 pm
darthspanky said:
hehe why is that lorry dragging 20 grapplied marleys lol probly just married hehe

Thanks - I needed a good laugh this morning!  :D
*Grograt*
gary.r.horder@gmail.com

Posted Aug 24, 2009, 7:16 pm
*Lugal* said:
darthspanky said:
hehe why is that lorry dragging 20 grapplied marleys lol probly just married hehe

Thanks - I needed a good laugh this morning!  :D


LMFAO  :D :D :D
Procyon


Posted Aug 25, 2009, 7:59 pm
If the engine can't handle articulated vehicles, I *highly* doubt it can do grappling hooks, as this is an even more complex articulation (universal joint with a minimum radius, under which the rigid bodies are seperate).
tecnoscythe
Joshua_Poggi@Yahoo.com

Posted Aug 28, 2009, 2:07 am
mounted exposed rail gun turrets on the top of the vehicle for buzzers,apaches,and other heavy vehicles :D
FireFly


Posted Sep 2, 2009, 1:42 pm
MRLS!
http://upload.wikimedia.org/wikipedia/commons/4/43/Mlrs.jpg
Now give us some specific chassi...
*General Mayhem*


Posted Sep 19, 2009, 12:26 am
How about paint mines? They detonate when something in is close proximity.
*goat starer*


Posted Sep 19, 2009, 12:34 am
flying scissorbeans and electric cornflakes would be good

http://www.alan-partridge.co.uk/scripts/thedaytoday/daytod5.htm
FireFly


Posted Sep 19, 2009, 12:51 am
MRLS!!!
*goat starer*


Posted Sep 19, 2009, 12:55 am
microvave heat rays

like this....

but turned right up to 'fry'

http://www.technovelgy.com/graphics/content07/active-denial-system.jpg
Flether


Posted Sep 25, 2009, 8:12 am
I have a wep suggestion that also ends up suggesting a new vehicle, so we'll see how this goes.

My idea is that a top-weapon is added (such as a pintel-mounted MG or rocket, with a 360-degree firing arc. Think humvee), and vehicles that could use that would be ones with open tops (Pickup?) as well as my vehicle idea, which was some kind of humvee-ish car which focused on defense but had the top gun and not much else.


What do you think?
*Fourhand*


Posted Sep 25, 2009, 8:18 am
Turrets have been suggested before, many times before. I think they are somewhere around page 286 of Sam's to-do book.

As for a Humvee, there is already the Buzzer.

Keep those ideas coming tho.
*Longo*


Posted Sep 25, 2009, 1:39 pm
Smoke bomb. 5 bulk. 1 shot. dropped weapon. Makes normal size smoke cloud.
Jety


Posted Sep 25, 2009, 4:56 pm
I think sam has said he likes the turret idea. I think he said he envisioned them being able to rotate their firing arc by 45 degrees per game turn or some such thing.
Karz Master


Posted Oct 24, 2009, 2:03 pm
Raife said:
Spiked tires would definitely be cool.


Yes please.

http://img193.imageshack.us/img193/5691/1648pch1.jpg

What about Car Sniper? Good for taking out targets inside their vehicles, like the Flechette. Long range weapon. Not particularly effective against vehicle armor.
Barbu


Posted Oct 24, 2009, 2:06 pm
Wedge/snowshovel like ram where the lower tip could slide below car and potentially flipping them over is the car is going fast enough.
*Rezeak*
reecestensel@hotmail.co.uk

Posted Oct 24, 2009, 2:16 pm
atom bombs

http://i93.photobucket.com/albums/l58/rezeakreece/nagasakibomb.jpg

B)
FireFly


Posted Oct 30, 2009, 11:53 pm
Paint Cannons
Car cannons, loaded with paint

(can still knock peds out, hehe)
Asmoday Rex


Posted Oct 31, 2009, 12:35 am
The weapon is called The ROC. That's short for Rules Ordinance Counsel. It eliminates all pedestrians who are standing in the area beyond the sanctioned playing field as determined by the Rules Council & way-points of any arena it is aligned with. This is not a weapon available to characters but is designed to be used by arena / track owners to enforce their particular boundaries of any specific event.

*JD_Basher*
jd.basher@charter.net

Posted Oct 31, 2009, 12:48 am
Knock it off Rex........ You made your point in earlier posts....
You are spamming now bud..... The ONE person who can do anything about it is aware of your 'difficulties' with the last event you cited....

No need to kick them when they are down....
*JD_Basher*
jd.basher@charter.net

Posted Oct 31, 2009, 12:52 am
NO ONE but the track designer knows where the way-points are and asking track designers to vary the waypoints for certain events is..... well just not do-able since some of the designers are no longer playing.... Or don't show up often enough to suit your proposal.
Asmoday Rex


Posted Oct 31, 2009, 1:17 am
I was just having fun
*JD_Basher*
jd.basher@charter.net

Posted Oct 31, 2009, 1:39 am
Asmoday Rex said:
I was just having fun

;)
Understood....... Thanks dood... :rolleyes:
*Grograt*
gary.r.horder@gmail.com

Posted Oct 31, 2009, 11:14 am
one point the rules council, do not actually make the 'rules' they are there to discuss matters brought up by players they do not lay down set guide lines for the game
*sam*


Posted Oct 31, 2009, 11:32 am
Quote:
NO ONE but the track designer knows where the way-points are and asking track designers to vary the waypoints for certain events is..... well just not do-able since some of the designers are no longer playing.


Not exactly true JD, I can modify them fairly easily. (And indeed, expanding them beyond the boundaries of the track does make good sense -- it simply wasn't part of the original design since the 'engine shutoff' code was a relatively recent addition).
Asmoday Rex


Posted Oct 31, 2009, 11:54 am
*Grograt* said:
one point the rules council, do not actually make the 'rules' they are there to discuss matters brought up by players they do not lay down set guide lines for the game


I understand from previous posts on the subject of the RC that they don't actually spend time discussing "rules." But I also understand that *Sams* concept here (re: several articles linked to in gaming magazines online found in the side bar of these pages) is a community driven development of the game, and the RC is a large part of that.

No, ultimately it is *Sam*'s decision. He has seen what I have shown, what one player has done most certainly on one occasion and possibly more.

My main question to the community is to ask yourself what if everyone played the game that way? Some suggested I should have stopped racing and gone and killed him. Well, that would have been one ganger down I suppose, and my enjoyment of racing to win would have been removed. Or suppose we all decide to run that deathrace track (and maybe others too as I am sure it can be done) when no other player characters (PCs for short) are around to prevent it? Did we actually earn the benefits we gain by winning the event?

I work honestly in Dark Wind to gain what I can gain, skills, cars, fame, reputation, and the money needed to do it. In some events I am actually playing against other online players, in some events it would be in alliance with them. Is it fair play to know that some of my competition has got the powers they have because they found a way to gain those powers (skills, cars, et al) without having the same risks as everyone else?

If as you say, the RC has no authority or influence, then why discuss this further. Only *Sam* can make the choices that are going to made in this game. But again, I point out that it has been stated by him that he is building this world based on player interaction with his concepts.

You don't have to like me. You don't have to like my input. I'm not here to win any kudos from you or anyone by bringing up what I saw. I merely wanted to prevent what I saw from happening again because as I see it, that wasn't a deathrace. No race in it at all. Please keep in mind that Joel never even completed a single lap in the race yet was declared the only one to have won anything (and don't worry about my rank in it, I crashed terribly due to my own driving and I know that).
ISHOULDCOCO


Posted Oct 31, 2009, 12:45 pm
http://images.barnesandnoble.com/images/27590000/27593315.jpg

This kind of obviates the need for the necessary evil of politics.

COCO
Karz Master


Posted Oct 31, 2009, 1:35 pm
Cool, I nearly forgot about this nursery story.
*Grograt*
gary.r.horder@gmail.com

Posted Oct 31, 2009, 1:44 pm
Aesops fables scared me as a child * shudder *
*JD_Basher*
jd.basher@charter.net

Posted Oct 31, 2009, 3:56 pm
Quote:
You don't have to like me. You don't have to like my input. I'm not here to win any kudos from you or anyone by bringing up what I saw.


TRUST me, I can relate to what you said right there!..... I'm an old truck driver who really doesn't give a flying crap what others think of me, hehehe.

When someone flips me off I just wave at them because they are telling me I'm number #1... OR if they are REALLY telling me to get f#$ked I yell out... "Thank you!"....... What nicer thing can you say to another person but "I hope you get laid!"

Rex.... NEVER stop saying what you feel is the truth.... I admire you for that.
Groove Champion


Posted Nov 1, 2009, 4:01 am
I suggest a type of machinegun that shoots holes through weak points in forum threads.
*Grograt*
gary.r.horder@gmail.com

Posted Nov 1, 2009, 11:46 am
Back to life:

Water Cannons, does exactly what it says on the tin. great for ped / mutant action
4saken


Posted Nov 1, 2009, 4:02 pm
Weapons with odd sizes (e.g. 17,22,34, etc) and weapons with a size under 20.

These could also be rare variants on existing weapons. Much like we have things like 3.2v8's, we could also have rare weapon variants, such as an 18 bulk machine gun, or a 44 bulk HGG with +1 rapid-shot built in.


/still wishes someone made MRRs
*jimmylogan*


Posted Nov 1, 2009, 4:07 pm
4saken said:
/still wishes someone made MRRs


Fort New has this ability. I'm currently making a custom run of Hammers, but would be willing to let you commission MRR's...

JL

FireFly


Posted Nov 1, 2009, 4:26 pm
Eh, PAINT CANNONS!
Bytten


Posted Nov 1, 2009, 5:07 pm
Electrical weaponry - shoot a sort of EMP device at the car that electrocutes the occupants and knocks out the engine. Sort of "stuns" the car for a short time without damaging it too much...

Too high tech?
Marrkos


Posted Nov 1, 2009, 5:14 pm
Yes.

:)

Smiley for good measure. Too high-tech for my view of the gameworld at least.
Iron Wraith


Posted Nov 1, 2009, 5:57 pm
Kami car.

One shot weapon, destroys car and massive damage radius, like the current explode but more so.

You loose a ganger, but you can deny your oponents the salvage (other than scrap).

Then again it would be a griefers manifesto.

Don't need none of them, not no way, not no how.
FireFly


Posted Nov 1, 2009, 6:35 pm
I DEMAND THE ABILITY TO RIG MY CARS WITH SUICIDE BOMBS!

(I mean, It's been done before :rolleyes:)
Groove Champion


Posted Nov 1, 2009, 7:11 pm
FireFly said:
I DEMAND THE ABILITY TO RIG MY CARS WITH SUICIDE BOMBS!

(I mean, It's been done before  :rolleyes:)


A car with no front armor, a heavy flamethrower and a reinforced ram should do the trick ;)
FireFly


Posted Nov 1, 2009, 7:22 pm
Nah, that car will never reach its target, and its not certain for it to blow up, I want to rig my car as a moving bomb (as you can with the rollcages) and have a big, red, shiny button in the UI that says "Detonate"
Groove Champion


Posted Nov 1, 2009, 7:45 pm
So do I. I was just busting your balls ;)

Please don't sue!
Fealty Lost


Posted Nov 3, 2009, 4:56 pm
"I'm a 30 second bomb, I'm a 30 second bomb...29, 28...."

Okay...so...Flamethrower and Oil Jet mounted rearward...fire on same turn...50% chance to ignite like an FOJ?

bouncing betty mines. Dropped like regular MD's...fire upwards...explode downwards onto top armor. (sure someone has mentioned this one before)

Spike strips. Unroll from rear, 100% hit if run over...one shot weapon with no reloads. Must be reloaded like HR/MR/LR in shop.

Depth charges. Can only be fired from P/U...mounted in bed. 3 shots. WT: 300 BLK: 60
When fired, rolls 50 gal drum of some explosive mixture out the back of the P/U. Explodes like HR++, with 4 x effect of HFOJ on target, hits ALL armor locations, 100% chance to catch vehicle on fire.
Great for static defense against climbing vehicles.
Option: For 20 more bulk, fires barrels like CGL/half range.

Saw Blade launcher: Fires circular saw blades. 50 meter range; WT: 100 BLK: 35. Damage vehicles like GG's, like HMG against peds/creatures

FireFly


Posted Nov 3, 2009, 5:12 pm
Heavy mine droppers
Twice the ammo, twice the explosive force, twice the fire rate ;)

(The only defensive weapon I could see myself use)
4saken


Posted Nov 3, 2009, 8:27 pm
FireFly said:
Nah, that car will never reach its target, and its not certain for it to blow up, I want to rig my car as a moving bomb (as you can with the rollcages) and have a big, red, shiny button in the UI that says "Detonate"


To make things real fun it wouldn't have to be a suicide bomber. The driver could set the time to detonation in turns and then try to escape the blast radius on foot, or try to bail out the door while moving, etc. Now that sounds like fun.

Unfortunately I don't think the weapon is viable as far as play balance, griefing, etc.

Hmm.... but what a about a ped bomb? Sortof a limpet mine. Ped runs up and places it on an enemy car and then runs like hell. Most useful for turtleds.
FireFly


Posted Nov 3, 2009, 8:53 pm
Yeah, that could work, C4 charges, since I tent do finish of damaged cars anyway, saves me the ammo

(I STILL WANT HEAVY MINE DROPPER!!!)
Karz Master


Posted Nov 3, 2009, 9:43 pm
4saken said:

Hmm.... but what a about a ped bomb? Sortof a limpet mine. Ped runs up and places it on an enemy car and then runs like hell. Most useful for turtleds.


This will be boatloads of fun!
Groove Champion


Posted Nov 4, 2009, 4:03 am
Yeah... I really like the ped bomb idea!
Dexter


Posted Nov 5, 2009, 8:05 am
Was talking to a co-worker about this game and he has a pretty good idea... what about a high voltage charge you could hook up to the skin of the vehicle so when someone comes and touches the car it does damage to them... more as a defensive measure for the occupants. Unfortunatly I think electricity wouldn't do much damage to zombies.
Fealty Lost


Posted Nov 5, 2009, 5:11 pm
My buddies and I used to hook up large (LARGE) capacitors to each others' cars...when you went to unlock the door...ZAP!
simonmaxhill


Posted Nov 9, 2009, 4:33 am
Anti-tank mine dropper:
Similar to the normal MD, 120 bulk, 8 ammo, drops mines that go off like an ATG directed upwards.
Should be as rare as Mortars, Tank guns or other military equipment.
*sam*


Posted Nov 9, 2009, 10:52 am
Several nice ideas in here, thanks. Ped-deployed mines, ped-flamethrowers and molotovs are all definites!
*Wolfsbane*


Posted Nov 9, 2009, 11:37 am
Cluster bomb mortar - fires several small bombs which explode on impact, good for saturating an area (eg to kill peds or produce lots of stress). Could also fire mini-mines, but that might be a bit cruel :)
FireFly


Posted Nov 9, 2009, 11:44 am
Great Idea, but I would rather say, Molotov launcher.

CGL that fires... firebombs, basically, the damage of a CGL but they work like molotovs
Karz Master


Posted Nov 9, 2009, 1:04 pm
FireFly said:
Great Idea, but I would rather say, Molotov launcher.

CGL that fires... firebombs, basically, the damage of a CGL but they work like molotovs


I am Karz Master, and I fully support this idea.

It should be more costly than a CGL, but it causes more stress and vehicles may catch fire too.
FireFly


Posted Nov 9, 2009, 1:07 pm
Karz Master said:
FireFly said:
Great Idea, but I would rather say, Molotov launcher.

CGL that fires... firebombs, basically, the damage of a CGL but they work like molotovs


I am Karz Master, and I fully support this idea.

It should be more costly than a CGL, but it causes more stress and vehicles may catch fire too.
Ohoh, if it hits the car, it should have a chance to catch it on fire, if it hits the ground, it becomes a "Flaming oil" patch for a few turns :D
ISHOULDCOCO


Posted Nov 9, 2009, 2:41 pm
Might want to consider a non-lethal weapon for character capture.

For various story telling plot lines..............

COCO
Iron Wraith


Posted Nov 9, 2009, 10:55 pm
Giant boxing glove launcher!
Bytten


Posted Nov 9, 2009, 10:58 pm
A gun that fires nets?
simonmaxhill


Posted Nov 9, 2009, 11:13 pm
drag parachute: deploys a parachute that slows a fast moving car down in a big hurry.
Flashpoint


Posted Dec 9, 2009, 5:21 pm
i think the guns in this game fire too quickly; so what about a very high caliber rail gun or non-exploding slug cannon? it would have to be reloaded after every shot, is very heavy and takes up alot of space, and generates tremendous recoil. however, it does huge damage. if the target's armor absorbs the hit, then they get buffeted significantly, but not so much if it breaches. it would be powerful, but would balance out due to the need to bring ammo as cargo (only has one shot per mag) and it's weight and space requirements.

i also second the need for a spike strip.
FireFly


Posted Dec 9, 2009, 5:47 pm
ISHOULDCOCO said:
Might want to consider a non-lethal weapon for character capture.

For various story telling plot lines..............

COCO
We talked about that before... EMP Missiles...
FireFly


Posted Dec 9, 2009, 6:12 pm
Alright, here we go, EMP Micromissiles

MML accuracy, 5 shot per clip, a clip of EMP will cost atleast the double of RGM ammo, each direct hit will cut the cars weapons/engine by 15%, splash will work accordingly, these things would be laser rare, to make them at camp, you wouldnt need a very very high Rating, but they would cost a ton (say, 80) electronic pars apiece to make.
Zephyr


Posted Dec 18, 2009, 2:31 am
The Nahverteidigungswaffe  (Vehicle Close Defense Weapon)

http://www.custermen.net/nahvert/nah.htm

Basically, a 360-degree, extremely short-range shotgun or flechette gun.  To defend vehicles against pedestrians in close proximity. 


Reactive Armor.  Detects the approach of relatively slow-moving projectiles and explodes outwards with what is, essentially, a Claymore blast, disrupting or pre-detonating the missile. 

Would work on Micro-missiles, mini-light-medium/heavy rockets, and RGMs. Would only work once per quadrant before needing to be replaced.


Targeting systems.  Installed before combat, gives a bonus to hit for one weapon in the vehicle.  Amount of bonus to be determined via playtesting.  Finicky and prone to being damaged easily, and can be scrambled by solar activity.


Coatings  Can be applied to a vehicle before a mission or scenario, lasts one mission/scenario, gives that vehicle a defensive bonus:
  -Reflective coating reduces damage from lasers
  -Asbestos coating reduces damage from flame weapons
  -Ablative coating reduces damage from kinetic weapons


Infra-red viewer can negate the penalty from targeting something through a paint or smoke cloud

Special Ammunition  Much more rare and expensive, special ammo can increase a weapon's damage output. 

  -Tungsten bullets increases MG damage
  -Nitrile Warheads increases Missile, rocket, and cannon/AT gun damage
  -High-voltage Capacitor increases laser damage

Armor-penetrating rounds have a greater chance of causing internal damage before armor is completely removed
  -Teflon-clad bullets for MGs
  -Shaped-charge warheads for missiles and rockets
  -Discarding sabot rounds for cannon/AT gun


Just a few ideas off the top of my head. 
Marrkos


Posted Dec 18, 2009, 2:50 am
Most of these seem too high-tech for DW, IMO.

I'll point out a couple of things however, that may help with further suggestions.

Zephyr said:

Targeting systems.  Installed before combat, gives a bonus to hit for one weapon in the vehicle.  Amount of bonus to be determined via playtesting.  Finicky and prone to being damaged easily, and can be scrambled by solar activity.


When radiation effects were put into play, the random jamming of many weapons due to aurora activity was not met with any happiness.  I think the scrambling weakness for your Targeting System would face the same obstacle.


Quote:

Special Ammunition  Much more rare and expensive, special ammo can increase a weapon's damage output. 

  -Tungsten bullets increases MG damage
  -Nitrile Warheads increases Missile, rocket, and cannon/AT gun damage
  -High-voltage Capacitor increases laser damage

Armor-penetrating rounds have a greater chance of causing internal damage before armor is completely removed
  -Teflon-clad bullets for MGs
  -Shaped-charge warheads for missiles and rockets
  -Discarding sabot rounds for cannon/AT gun


The current DB design doesn't allow more than one type of ammo per weapon, so each of these, except for the Capacitor, would require a new weapon.

I think the Capacitor would need some negative associated with it.  Damaging the Laser is the first thing that comes to mind, perhaps temp damage similar to a Nitro Booster's effect on an engine, but perhaps draining the Laser's battery faster would be workable.

Variable ammo comes up a lot, so it's possible that at some point development will turn to redesigning the DB to allow it, but it definitely won't be a trivial operation.
*JD_Basher*
jd.basher@charter.net

Posted Dec 18, 2009, 6:58 am
Well put Marrkos....

The DW environment we play in is not conducive to ANY electrical weapons operating reliably because of the high radiation they sustain not to mention the static electricity generated by the blowing sand itself.

The high density projectiles you describe would require metal smelting plants FAR beyond the knowledge of the denizens of Evan to operate much less the manpower required for production.

We are all just barely making it here in Evan...
Serephe


Posted Dec 18, 2009, 7:04 am
Don't try to hide the heavy laser ammo from me, JD Basher.
*Lugal*


Posted Dec 18, 2009, 7:13 am
Marrkos said:
Variable ammo comes up a lot, so it's possible that at some point development will turn to redesigning the DB to allow it, but it definitely won't be a trivial operation.

I once tried to get Sam to code a novelty weapon for special events.  It was big, heavy, and when fired would random replicate one of a number of other weapons.  One shot could be a MG burst, the next a flame blast, the third a rocket, etc.

:p

*JD_Basher*
jd.basher@charter.net

Posted Dec 18, 2009, 7:23 am
*Serephe* said:
Don't try to hide the heavy laser ammo from me, JD Basher.


I got your Laser ammo right here!.........CHEAP!
skullkandy


Posted Dec 29, 2009, 8:55 pm
betterlucky said:
Probably too hard to implement, but a grappling hook with a limited length cable could be cool for slowing down the muscle cars too. Best used on something big, you can image what would happen if a Marley tried grappling an Apache... :)


I was going to post this exact same thing.

think the reaver harpoon in firefly that they shoot and snag janes leg with.


also as someone else mentioned i would like to see more in-between sized weapons. especially in the 25-35 range. perhaps a smaller version of the rocket launcher or downsize the flamer into this range.
Whiskey


Posted Jan 6, 2010, 8:13 am
ARL: Automatic Rocket Launcher
60 bulk
Rocket Launcher with an improved loading mechanism.
Two shots per turn instead of one.
Same rockets as the standard RL but requires a special magazine that holds 16 shots (15 bulk per magazine).

AML:
30 bulk
As above but for the MML.
AML magazines hold 20 shots and take 6 bulk each.

BBR: Bumble Bee Rocket Gun.
15 bulk

Fires clusters of thumb sized mini-rockets that create a large radius blast zone (similar radius to the blast of a Heavy Rocket) but do low damage in that radius. Highly effective against peds and tires.
12 shots per magazine
5 bulk per magazine

*sam*


Posted Jan 6, 2010, 10:47 am
Nice ideas TKW. I think I'll grab a bunch of the suggestions in this thread and make a proposal about them for the RC to look at. We need to make sure they're not unbalanced versus the existing weapons..
Zephyr


Posted Jan 6, 2010, 10:55 am
Another idea: the "Gauss Rifle." Basically, a light railgun. Hey, if we can have lasers, we can have railguns, right? Kind of like the rifle Arnold used in "Eraser." Of course it would be extremely rare and fragile.

In game mechanics, there's a few ways you can go with this:

(1) Ultimate sniper weapon. Damage in between CR and HCR, but with long range and improved accuracy. However suffers tremendously from the firing vehicle's motion

(2) Penentrator. Same base damage as a CR, but better chance of penetrating weakened armor and causing internal damage.

(3) Improved flechette weapon. Instead of firing single slugs, fires flechettes, but at much longer range and accuracy than the standard flechette gun.
FireFly


Posted Jan 6, 2010, 12:07 pm
*sam* said:
Nice ideas TKW. I think I'll grab a bunch of the suggestions in this thread and make a proposal about them for the RC to look at. We need to make sure they're not unbalanced versus the existing weapons..
Now now, how would heavy mine droppers unbalance anything ;)?
Anyway, I will repeat my suggestions.

Paint Cannon's
(Fairly Common, Paint Gun Common)
Direct fire paint cannons, with splash, uses gunnery

Heavy Mine droppers
(Like heavy oil jets...)
Twice the Bulk, Twice The force, Twice the Damage, simple...

Incendiary Mortar/CGL
(Slightly more so than standard versions)
Like the regular weapons, but damage halved, but will create a 3 second flaming oil/flaming patch of ground were it lands, roof hits have a high chance of starting fires.

Artillery Rocket (Rarer than mortars, but not extremely rare)
Artillery rocket weapon, fires one large rocket, these things take 250 bulk (!) to mount, but make extremely large blasts, ammo is 40 bulk per reload, and they only have 1 shot between reloads, 10 second reload is average, Fairly inaccurate

Again, that things should be very powerful, a direct hit should take 13 - 16 armor off a target, and it has at least 2.5x the splash of mortars, and a very large blast effect, you know, sending a siren flying ;) range, 250 (BALLISTIC).


Pulse Lasers (Very rare, in between lasers and heavy lasers)
These things are blue lasers, they fire 2 times per turn, but at 75% of the regular laser damage, but only 75% of the power-drain, thereby, you can fire 2 shots per turn and do 150% of the regular damage but with only 75% power drain per shot, no heavy version.

EMP Darts (Super Rare, Rarer than lasers)
Each one of these that hits will drain 15% out of your engine for 20 turns or so, the effect stacks with several shots, ammo is extremely expensive, and the weapon is 40 bulk to mount, 5 shots per clip, makes no other permanent damages.

And I second the Gauss rifle, but it should really be a high power weapon, more powerful than cannons, actually, it should be car cannons with improved... everything.

Sooo, anything looking any interesting in the list?  B)
*goat starer*


Posted Jan 6, 2010, 12:55 pm
FireFly said:

Sooo, anything looking any interesting in the list?  B)


nope... this is a postapocalyptic car game not warhammer 40,000

even having lasers gets right up my nose.
FireFly


Posted Jan 6, 2010, 1:09 pm
goat starer said:
FireFly said:

Sooo, anything looking any interesting in the list?  B)


nope... this is a postapocalyptic car game not warhammer 40,000

even having lasers gets right up my nose.
Well, I'm sorry good sir, but this is the future, and besides, most people do like the lasers  :rolleyes:

Anyway, I wouldn't consider Paint Cannons, Rockets, Heavy Mines and Incendiary all that high tech  ;)
*goat starer*


Posted Jan 6, 2010, 1:13 pm
pulse lasers? EMP darts? vehicle mounted gauss cannon? You making Eldar Titans?


tell you what lets have warp shield generators, Plasma guns, Holo fields...

this is supposed to be gritty AFTER the fall of civilisation... and its not that far in the future.


if this game needs anything is more small guns.. the ability to fire ped weapons from cars, improvised stuff not some sort of photon torpedo games workshop spikes and ludicrousness.
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 1:32 pm
I tend to agree, more weapons yes but they do need to keep in the apocalyptic theme of DW. Lasers are certainly over the tech we supposedly have, but have been here a while so cant really be changed, but new weapons ( imo ) should be gritty and hard core.

This may be the future, but its a dysfunctional future of rabid mutants and pirates cobbling together cars and weapons for survival of the fittest.

There are plenty of good ideas with in this thread keeping with in the general DW premise.
FireFly


Posted Jan 6, 2010, 1:43 pm
goat starer said:
pulse lasers? EMP darts? vehicle mounted gauss cannon? You making Eldar Titans?


tell you what lets have warp shield generators, Plasma guns, Holo fields...

this is supposed to be gritty AFTER the fall of civilisation... and its not that far in the future.


if this game needs anything is more small guns.. the ability to fire ped weapons from cars, improvised stuff not some sort of photon torpedo games workshop spikes and ludicrousness.
Oh please, We have EMP weapons today, hell, we had emp weapons 15 years ago (Ever heard of E bombs?), give or take, its nothing new, so don't go calling that bull.

Lasers, sure, they are kind of out of place, but they still have a place, people like them, and they work, why not have some variations of them, they exist, deal with it.

Railguns, again, they already exist, albeit in a prototype state, but its proven that they can work, and maybe if someone had a good couple of years in a vault, they could make it very viable.

Dont take my word for it


Military Railgun
(!) http://www.youtube.com/watch?v=4OqlTXwLG40 (!)
http://www.youtube.com/watch?v=jrpOCqwW3Rw
http://en.wikipedia.org/wiki/Railguns#Railguns_as_weapons

EMP
http://www.youtube.com/watch?v=FkSGkc06L0Y

Its still 30 years in to the future, I don't think the apocalypse killed peoples inventive spirits to, you narrow minded people :)

By the way, future weapons is a good show  :rolleyes:
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 1:54 pm
Its not being narrow minded FF its keeping with in the spirit of the game, employing the weaponry you crave for would be left in the realms of any armed military force, do you want tanks, planes, all kind of military hard ware implemented, as it certainly would be out there somewhere, but that doesn't mean it would make for a good game decision to utilise it.

If i wanted a game full of high tech weaponry i wouldn't play DW i would be playing WH 40K.

your view is your view and mine is mine. I state ( imo ) when i think my statement is the reverse of others and im attempting to show just my view, not telling people what should be, you seem to state ( im just right , implement my ideas or your plain wrong ).

I attempt to keep my reasoning with in the game fiction that is all i consider.

Whiskey


Posted Jan 6, 2010, 1:58 pm
FireFly said:
goat starer said:
pulse lasers? EMP darts? vehicle mounted gauss cannon? You making Eldar Titans?


tell you what lets have warp shield generators, Plasma guns, Holo fields...

this is supposed to be gritty AFTER the fall of civilisation... and its not that far in the future.


if this game needs anything is more small guns.. the ability to fire ped weapons from cars, improvised stuff not some sort of photon torpedo games workshop spikes and ludicrousness.
Oh please, We have EMP weapons today, hell, we had emp weapons 15 years ago (Ever heard of E bombs?), give or take, its nothing new, so don't go calling that bull.

Lasers, sure, they are kind of out of place, but they still have a place, people like them, and they work, why not have some variations of them, they exist, deal with it.




Yes, we have EMP weapons today.  These are essentially low-yield nuclear weapons.

We also have laser weapons today.  The most effective requires an entire heavy cargo plane to mount it and it depends on complex chemical fuels which give it a limited number of shots before it must land and reload.

I have to agree with goat on this one.  I suffer severe cognitive dissonance every time the idea that our gangers are supposedly assembling their equipment from materials scavenged from the ruins slams head on into the idea that our gangers have highly destructive lasers small enough to mount in a car and that recharge by magic requiring no fuel or power source.

Sam, unfortunately, already let the cat out of the bag by putting lasers and radar guided missiles in the early version of the game.  My suggestion is to make these items non-repairable (we finally ran out of the critical parts) and no longer have them spawn in the wilderness.  Eventually, they will all be used up and gone.
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 2:03 pm
TKW that makes for an excellent idea.... but i think it would cause an uproar however realistic and game friendly it sounds, saying that if it was put to a vote, i would be 100% for this suggestion :D
FireFly


Posted Jan 6, 2010, 2:08 pm
Oh please, the camps of Evan could make spare parts with ease :)
And its not THAT realistic, you all seem to assume everyone became idiots all of a sudden, how do you know they are THAT hard to make, or that everyone that know how to is dead?

Failing that, there is always reverse engineering, what I am saying is, even if we are talking realism, unless they are using alien technology, I'm pretty sure they can be built.
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 2:09 pm
why should they ? Camps dont look like military bases with high tec equipment to me, has SP a reactor plant now
FireFly


Posted Jan 6, 2010, 2:16 pm
Alright, let me explain this...

I know what your idea of the apocalypse is, and I do not share it, this is my idea of the apocalypse, or one like the one we have here anyway.

It's pretty simple, deadly, chaotic, full of scum, kill or be killed, anarchy, those are the words I use to sum it up, I think the unusual weapons have their place, and the high tech ones, because in a weird way, they all fit in, If that made any sense to you...

And yes, I actually suggested a military remnant faction once, using old military hardware, including the odd tank, I thought of it as a challenge, a boss if you might say.

And also, if we are going that realistic route, we must get rid of out uber armor, even your regular musclecar is better armored than your real life Merkava...
Whiskey


Posted Jan 6, 2010, 2:26 pm
FireFly said:
Oh please, the camps of Evan could make spare parts with ease :)
And its not THAT realistic, you all seem to assume everyone became idiots all of a sudden, how do you know they are THAT hard to make, or that everyone that know how to is dead?

Failing that, there is always reverse engineering, what I am saying is, even if we are talking realism, unless they are using alien technology, I'm pretty sure they can be built.


The idea is that we a really aren't making the most high-tech components and materials.  We are scavenging the ruins for them.  Camps are just better at scavenging (closer to the source) and then refurbishing what they find.

Where do electronic parts come from? No one is sitting out in camp making electronic parts.  We are building out of the junk parts we scavenge.

In the case of lasers or RGM, I merely suggest that the critical components have been exhausted.
FireFly


Posted Jan 6, 2010, 2:38 pm
But why, why would you like them to die?

They aren't unbalanced, hard to repair, hard to find, expensive to use, and most people like them, stop trying to change the game we love :)

I will say this, you speak of me wanting stuff that does not fit in the game, there, you are wrong, as someone else said, we have had lasers and RGM's for years, and well, you cant just erase that and pretend it never happened, maybe, its you that need to adjust your vision, and not me.

Darkwind never was the most realistic game (Well, the physics and injuries are nice, but its still not uber realism here, Altough more so than many other games), and you can have a post apocalypse with higher tech gear, look at fallout, I know some of you like it and never heard you complain about the lasers there.

Grograt, as you've said to me, if it ain't broke, don't fix it, so don't fix the lasers.

TKWPrime said:
In the case of lasers or RGM, I merely suggest that the critical components have been exhausted.
And what says we cant make new ones?
Whiskey


Posted Jan 6, 2010, 2:52 pm
FireFly said:


TKWPrime said:
In the case of lasers or RGM, I merely suggest that the critical components have been exhausted.


And what says we cant make new ones?


Well, then first we need to petition Sam to allow camps to manufacture electronic parts, car parts, etc from scratch.  As long as we are scavenging for our basic components, we aren't ready to manufacture lasers from scratch.

A series of missions to salvage the machines to make the machines to make the parts.  Once your camp has acquired all the necessary components, it can bootstrap up to the next level of manufacturing.
FireFly


Posted Jan 6, 2010, 2:55 pm
TKWPrime said:
FireFly said:


TKWPrime said:
In the case of lasers or RGM, I merely suggest that the critical components have been exhausted.


And what says we cant make new ones?


Well, then first we need to petition Sam to allow camps to manufacture electronic parts, car parts, etc from scratch.  As long as we are scavenging for our basic components, we aren't ready to manufacture lasers from scratch.
Maybe the rich ones in SS are the ones making them?
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 2:59 pm
yes...if it isnt broke dont fix it...i never advocated removing lasers ( i just IMO agree they should be diminished )....but in the same instance im not advocating adding extra new high end/tech equipment also...and obviously my vision of the game we love, is different to yours, neither is wrong and neither is right, but consensus of what everybody wants is the answer, not just the view of what one person wants, hence we should agree to disagree over this. as it will just go in circles as we have just proven, if you think i am still wrong put the question of more modern/tech equipment being introduced to a vote, for what it is worth.
*Burden*


Posted Jan 6, 2010, 3:02 pm
Edit: Woops, read Grog's post wrong.

But I agree we should keep this the way it is, even though adding more high-tech weapons is perfectly acceptable. After 42 years, don't you think the people of Evan would have started inventing new high-tech weapons, since they must be greatly skilled at building things out of scavenged parts by now?

*goat starer*


Posted Jan 6, 2010, 4:05 pm
FireFly said:


Its still 30 years in to the future, I don't think the apocalypse killed peoples inventive spirits to, you narrow minded people :)



yea and when darkwind has SHIPS or CARS THE SIZE OF SHIPS we can have rail guns  :rolleyes:
FireFly


Posted Jan 6, 2010, 4:22 pm
goat starer said:
FireFly said:


Its still 30 years in to the future, I don't think the apocalypse killed peoples inventive spirits to, you narrow minded people :)



yea and when darkwind has SHIPS or CARS THE SIZE OF SHIPS we can have rail guns  :rolleyes:
Well, yeah, that is current day technology, and when we have tanks, we can have cannons :p
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 4:27 pm
And when we have Dragon's we can have fireballs :p
Marrkos


Posted Jan 6, 2010, 6:30 pm
Previous discussion about high-tech weapons....

Marrkos said:
In my opinion:

1. Hi-tech electronics of the type being discussed don't have much of a place in the current environment.


Quote:

Also if a laser is not hi-tech electronics I don't know what is.


Marrkos said:

There's a low-tech-gameworld explanation for the existence of lasers and heavy lasers, and IMO it should be treated as a one-off otherwise the same argument could be made for any item desired.

As far as I'm concerned, the genesis of the few hi-tech items in the game went something like this:

1. Sam wanted them in so they were put in because they would be fun
2. Players overly concerned with realism questioned how those items could be present
3. Sam came up with a semi-plausible game-reason for their existence

If Sam had just said, 'Because I wanted them, and thought they would be fun,' then the question of why there are some hi-tech items, and not others would be moot.


*sam* said:

Yeah, marrkos' explanation of my feelings on high tech stuff are correct. The lasers and RGMs are somewhat of an anomaly. The main reason we have them is that I drew up the weapons lists very early on, before properly considering things!

simonmaxhill


Posted Jan 6, 2010, 7:07 pm
I thought I'd properly explained the presence of laser weapons in the game awhile back... didn't I post that?
*Grograt*
gary.r.horder@gmail.com

Posted Jan 6, 2010, 7:39 pm
Thanks Marrkos

The main reason we have them is that I drew up the weapons lists very early on, before properly considering things!

There ya go !!
*Lugal*


Posted Jan 6, 2010, 8:09 pm
I'm fine with a few lasers floating around. They are rare enough, fragile enough, heavy enough, have a huge CR, and require such specialization to simply use, I think it's fine.

RGM's aren't really radar-guided (Sam said this before but I'm at work and not taking the time to find the post), but are basically a large, accurate Rocket Launcher. If they were truly radar guided, we could launch them ballistically, and at dramatically greater range.

But I digress...

What I'd like to see is more weapons from the other end of the tech scale:

Vehicular Crossbow - 10b, 1 shot but quick reload time. Does damage similar to a ped Rifle.

Ballista - 30b, 1 shot but quick reload time. Does damage similar to a Car Rifle.

Mounted Spikes - modify the existing weapon to enable side-mounting (same weapon, different graphic when side-mounted).

And I fully support just about any design that includes swarm / burst rockets, or rockets firing on a ballistic trajectory.
*sam*


Posted Jan 6, 2010, 8:13 pm
Quote:
Vehicular Crossbow - 10b, 1 shot but quick reload time. Does damage similar to a ped Rifle.

Ballista - 30b, 1 shot but quick reload time. Does damage similar to a Car Rifle.


Nice.. but.. would anyone actually use them? They sound underpowered vs the existing weapons?
*Wolfsbane*


Posted Jan 6, 2010, 8:19 pm
If the veh crossbow could punch through armour and do internals when the armour is still fairly thick (7-10), it could be very nasty.
*Lugal*


Posted Jan 7, 2010, 12:34 am
*sam* said:
Quote:
Vehicular Crossbow - 10b, 1 shot but quick reload time. Does damage similar to a ped Rifle.

Ballista - 30b, 1 shot but quick reload time. Does damage similar to a Car Rifle.

Nice.. but.. would anyone actually use them? They sound underpowered vs the existing weapons?

There are many ways to balance weapons... any combination of the following would work for these:

- Make them cheap and/or common in towns
- Give them good armor penetration
- Make them more effective against soft targets (crew), less effective against hard ones (engines, weapons)
- Give them a very low CR*

* Personally I really like this.  Say two Veh. X-bows roughly equal a single MG in combat effectiveness, but have a much smaller CR footprint.  Most players pay little heed to CR in their own designs, but this would certainly be a factor with NPC designs.

EDIT: Hey!  Sam you didn't comment on the idea of side-mounted spikes!  (I suppose they'd look more like blades).  Don't like?
*sam*


Posted Jan 7, 2010, 1:18 am
Quote:
EDIT: Hey!  Sam you didn't comment on the idea of side-mounted spikes!  (I suppose they'd look more like blades).  Don't like?


I don't currently have 3D models that would really suit them
Procyon


Posted Jan 7, 2010, 4:17 am
I very much like the idea of incendiary versions of all the rockets... lower damage, more flames. And smoke rockets that are 1 shot and leave long smoke cloud trails.

Also, some of these weapons I feel should be 19 or 22 bulk. In fact, I think the current MG should be 19 bulk, the CR should be about 34, SG 26, and the VS should be about 27 to make them a bit more viable and make designing a car have more variability. Right now, your only option for weird bulk sizes is rockets.

A vehicular version of the paint rifle would be cool, but might detract even more from ballistics skills being relevant. Speaking of ballistics.. some incendiary mortars.

A 10 or 11 bulk pew pew gun. Like an MG only wimpier.

And although not strictly a weapon, a fire suppression system would take a weapon slot and put out fires.

And rarity... some of these things should be really rare, like heavy laser rare. Even if they aren't powerful. Perhaps, as was suggested, a lower bulk version of an already existing weapon, like a 19 bulk MG. It's fun to get a super rare item just because no one else plays with it and it's different.

Finally, we need a light weight chassis, flash style, with a bottom weapon mount, cuz I just want to put a RB on it and play lunar lander :D





*Longo*


Posted Jan 7, 2010, 5:51 am
Poison Gas Spray - 30 bulk, 3 shot. Sprays a green cloud similiar in size to paint spray, that lasts 2 rounds. Any peds or cars driving thru the cloud must make a Strength roll or go unconscious 1-5 rounds. Possible illness after the encounter.

Poison Gas Gun - 40 bulk, 5 shot. Same as above but shoots gas like a smoke/paint gun.

I kept the bulk high/shots low to keep weapon balanced. Rare as a CC is.

Eventually could get ped gear - gas mask...but thats a different thread :)
*sam*


Posted Jan 7, 2010, 1:08 pm
Release Hatch- allows you to drop units of trade goods (scrap metal etc.) out of the back of your vehicle.. these become obstacles to anyone behind, similar to a dropped weapon.


RE gas weapons- these have been mentioned before. Could easily be too powerful though, since they "pass through armour".. maybe only vehicles with breached armour get it inside them?
*Grograt*
gary.r.horder@gmail.com

Posted Jan 7, 2010, 1:20 pm
release hatch !!!! for pick ups and BPUs ???? B)
Serephe


Posted Jan 7, 2010, 1:33 pm
*sam* said:
Quote:
Vehicular Crossbow - 10b, 1 shot but quick reload time. Does damage similar to a ped Rifle.

Ballista - 30b, 1 shot but quick reload time. Does damage similar to a Car Rifle.


Nice.. but.. would anyone actually use them? They sound underpowered vs the existing weapons?


I would certainly use them, they'd get me back to my hot hatch scouts. :)
*Longo*


Posted Jan 7, 2010, 6:35 pm
*sam* said:
R

RE gas weapons- these have been mentioned before. Could easily be too powerful though, since they "pass through armour".. maybe only vehicles with breached armour get it inside them?


Yea, that would sure get us started.  ;)
Fifth


Posted Jan 12, 2010, 6:07 pm
I was thinking about this for the last few days (curse you Sam for your mindvirus- i mean game.)

Claymore mine.
Basically a 1-shot vehicular shotgun, mounted like the 1-shot rockets.
Good idea?
Groove Champion


Posted Jan 12, 2010, 8:03 pm
It could certainly make for an interesting choice of sidemounts.
*Wolfsbane*


Posted Jan 15, 2010, 4:39 pm
A few non-weapon suggestions, some of which are probably repeats from earlier in the thread (sorry). I was thinking about this in the context of the debate over useless chassis types. If some of these were restricted to only sub-compacts (for example) it might give players an incentive to use them. Also, some chassis may be able to mount items for no/reduced bulk and weight. I'm not adding weight and bulk info to all these because that will require proper balancing, which is more effort than I'm willing to put in right now :)

Skill Boosters

First aid station - should come in three sizes, from a big first aid kit to full trauma gear. Now your ambulance can actually be an ambulance! Boosts first aid during the combat for people in the vehicle, and after the combat for everyone. May need refuelling with medicines?
Cutting gear - boosts salvager skill.
Winch - boosts jury rigging skill.
Telescope/Seismometer - boosts scouting skill.

Reinforced weapon mounts - half the bulk and weight of a roll cage, provides roll cage level protection to your weapons only.
Reinforced seats - as above, for crew.
Reinforced cargo bay - as above, for cargo and all other equipment.

External fuel tanks - the fuel tank takes up half the normal bulk, but very bad things happen if you get shot. Stay away from flamethrowers!
Disguised weapon mounts - 5 bulk per weapon? something like that. Halves the CR of weapons mounted on the vehicle.
Thermal imaging - Removes penalties for shooting through smoke.
Laser rangefinder - 5-10 bulk? Fires like a laser. A target which has been hit with a rangefinder is much easier to hit with ballistic weapons for the next two turns.
Amphibious modification - allows vehicles to float on water (and provides a small forward thrust), handy for gates of elms :cyclops:
Jester


Posted Jan 17, 2010, 6:52 pm
Longo said:
Unknown if a type of weapon like this was suggested, but was thinking of a ballistics type weapon that has a DOT(Damage Over Time) effect. Like a Napalm cannon, range of like 75 meters, whatever side it hits it does so many points of damage to that side for the next 3 rounds, or something of the sort. If it misses, it creates a flaming oil on the ground. Only keep it like 3-5 shots, with a 35-40 bulk, as it could potentially be very powerful in the hands of a good ballistics guy.



I'd love something like that.  It's a great idea.
Whiskey


Posted Jan 18, 2010, 2:27 am
From one of my older posts on new vehicle weapon suggestions:

A new dropped weapon. This one is special as it can only be rear mounted and then only on pick ups or BPUs.

A small ramp is built in the cargo bed of the PU or BPU. Lying on its side on this ramp is an oil drum held in place by a quick release cable. When the assigned gunner releases the quick release, the oil drum rolls off the ramp and drops behind the PU or BPU.

Inside the oil drum is 100 liters of fuel. Mounted on each end of the barrel is the warhead from a Heavy Rocket wired to the proximity fuse of a mine. If anything gets close enough to trip a proximity fuse, both Heavy Rocket warheads detonate. Not only do you have the blast of two HRs at the same time, you have 100 liters of fuel.

I figure this thing should be good for a 30 meter blast radius and should lay down a giant flaming oil slick at the same time.

50 bulk, 350 lbs, 1 shot.

Only reloadable in town.
*Wolfsbane*


Posted Jan 20, 2010, 3:30 pm
Battle Flag

Bulk 3 (or maybe zero?), CR varies with chassis (maybe 20 for the smallest cars, 50 or 60 for SUVs up to 150 or so for buzzers).

Doubles (or otherwise massively boosts, maybe +2 per scout) courage training for gangers inside the car, provided they win the event rather than escaping. Flag should be visible on the model, and be one of the gang's decals.
FireFly


Posted Jan 20, 2010, 3:36 pm
Wolfsbane said:
Battle Flag

Bulk 3 (or maybe zero?), CR varies with chassis (maybe 20 for the smallest cars, 50 or 60 for SUVs up to 150 or so for buzzers).

Doubles (or otherwise massively boosts, maybe +2 per scout) courage training for gangers inside the car, provided they win the event rather than escaping.  Flag should be visible on the model, and be one of the gang's decals.
LOVE IT!
ISHOULDCOCO


Posted Jan 21, 2010, 2:27 pm
Wolfsbane said:
Battle Flag

Bulk 3 (or maybe zero?), CR varies with chassis (maybe 20 for the smallest cars, 50 or 60 for SUVs up to 150 or so for buzzers).

Doubles (or otherwise massively boosts, maybe +2 per scout) courage training for gangers inside the car, provided they win the event rather than escaping.  Flag should be visible on the model, and be one of the gang's decals.


CTF for arenas ?

COCO
Zephyr


Posted Jan 22, 2010, 8:39 pm
Wolfsbane said:
Battle Flag

Bulk 3 (or maybe zero?), CR varies with chassis (maybe 20 for the smallest cars, 50 or 60 for SUVs up to 150 or so for buzzers).

Doubles (or otherwise massively boosts, maybe +2 per scout) courage training for gangers inside the car, provided they win the event rather than escaping.  Flag should be visible on the model, and be one of the gang's decals.


I think it's a good idea, but there needs to be a tradeoff.  Besides the extra CR, of course.  Here's my concept: 

Gruesome Trophies: The vehicle is festooned with skulls, hideous banners, and the bodies of dead or maybe barely-alive captives. 

Effects:  If the gang wins the encounter, their Courage training is doubled.  If they lose the encounter, however, all gangers are immediately executed by the victors. 

Delfino


Posted Jan 30, 2010, 6:05 am
The Cannonizer
Shoots out gang members as ammunition. Ganger body parts are sprayed across enemy windshields. Works sort of like a paint gun, but also instills a huge amount of terror in the occupants of the target vehicle.
simonmaxhill


Posted Feb 7, 2010, 7:07 am
Knight Rider:

300 bulk
deploys a rear vehicle ramp into which a 250 bulk or smaller vehicle can enter or exit

while inside the transport vehicle, the smaller vehicle can have tyres replaced, ammo replenished or a smokescreen swapped out for any 20 or 40 bulk weapon.

Also, it should play that sweet ass "Spy Hunter" song.
Kornkob The Dude


Posted Feb 9, 2010, 12:17 am
I did not see this before but forgive me if it is present: 

Exterior Roof Cargo Rack: Allows 'strapping on' of up to an additional 20% of the vehicle's interior bulk space to the outside of the vehicle.  Cargo load till must still comply with max weight for chassis.  Any damage to roof completely destroys the items there (and blocks that single hit) and if any fuel, ammunition or loaded weapons are carried, vehicle has chance of catching fire.  Reduces top speed by 25%, Reduces acceleration by 25%, increases rollover chance by 25%.  These negative impacts are NOT removed if cargo is shot off during event (flapping straps, canvass and the like are causing issues).

1% chance every 100 miles traveled that items on roof break free and fall off, lost forever. 
Marrkos


Posted Feb 9, 2010, 12:27 am
Kornkob The Dude said:
Cargo load till must still comply with max weight for chassis.


Do chassis have a max weight?  If not, and this is supposed to be a negative for balance purposes, will probably have to think of something else.  Maybe reducing the 'additional 20%'?

Also, is the 1%/100 miles reset at each stopping point?  I would think so, and it might make sense to have it reset after each successful, i.e. Loot Screen, encounter.
*JD_Basher*
jd.basher@charter.net

Posted Feb 9, 2010, 1:37 am
simonmaxhill said:
Knight Rider:

300 bulk
deploys a rear vehicle ramp into which a 250 bulk or smaller vehicle can enter or exit

while inside the transport vehicle, the smaller vehicle can have tyres replaced, ammo replenished or a smokescreen swapped out for any 20 or 40 bulk weapon.

Also, it should play that sweet ass "Spy Hunter" song.


You mean THIS song?
Peter Gunn AKA \"Spy Hunter\"
Kornkob The Dude


Posted Feb 9, 2010, 3:29 am
Flether said:
My idea is that a top-weapon is added (such as a pintel-mounted MG or rocket, with a 360-degree firing arc. Think humvee),


Or, to state this another way:

Vehicular turrets: Weapon still takes up the entire space INSIDE the chassis as well as 5 spaces extra and adds and additional 500 pounds (for additional power requirements, targeting gear and rotational gear). 

360 firing arch, protected by TOP armor (which should present some additional balance as people add lots of top armor), allows TOP armor to be hit in a wider arc (possible?),

Different sizes are chassis restricted:

Small Turret: sedans , pickups - Max 20 space weapon
Medium Turret: SUVs, box vans - max 30 space weapon
Larger turret - max 40 space weapon


Pop Up Turret: takes an additional 20/30/40 spaces (depending in size of turret), CR of weapons mounted are NOT visible to enemy during scouts or travel.

related note:

Concealed Weapons: Hides weapon from view by placing it in a 'recoil' position and grafting armor over the porthole.  Adds $5000 to cost of weapon install, Adds 5 spaces to weapon space requirement, adds 250 lbs to weight.  When weapon fires for first time 1 point of armor is blown off the vehicle and no target is hit.  Until weapon is fired for first time CR of concealed weapon cannot be seen by NPC. 

Zephyr


Posted Feb 11, 2010, 4:41 am
Kornkob The Dude said:
Until weapon is fired for first time CR of concealed weapon cannot be seen by NPC. 


Or by players in PVP?  Now that would be interesting. 

Run a "bait" convoy full of Q-Ship Lorries.  They look fat and easy, but are actually packed full of Car Cannons! 
*Burden*


Posted Feb 11, 2010, 4:50 am
Hmm.. How about a shotgun cannon?
The bullet fired is a heavy shell, and after a certain distance, splits into 5 "MG bullets" shotgun style in random directions.
simonmaxhill


Posted Feb 11, 2010, 4:56 am
I love the idea of concealed weapons.

I remain 100% opposed to all turrets that aren't pintle mounts, for reasons of gameplay and also RP.
Groove Champion


Posted Feb 11, 2010, 4:58 am
I think the 'Q-Ship' idea warrants a thread of its own. Many ramifications to discuss...
VertigoJ


Posted Feb 27, 2010, 4:36 pm
My two pennies.
Was suprised that there were no pintle mount turrets.
I'd advocate them (no auto turrets, that techs gone)
As long as :
They took up enough bulk. the fitting is a vehicle option that cost to both put in AND take out.
dropped the max armour a roof could take.
Required a DEDICATED gunner no hopping in, out, once your in it your in it, unless you got out the vehicle then back in.
Turtling, or even a roll that resulted in being back on wheels equals gunner autodeath and turret weapon damage of 75% -100%

Gunner has minimal armour.

the offset? 360 degree weapon fire without recoil ofc. :)


Marrkos


Posted Feb 27, 2010, 4:49 pm
VertigoJ said:

Turtling, or even a roll that resulted in being back on wheels equals gunner autodeath and turret  weapon damage of 75% -100%

Gunner has minimal armour.

the offset? 360 degree weapon fire without recoil ofc. :)


I have a hard time seeing any addition that guarantees a character's death from something as commonplace as rolling over gaining any traction.

There are other ways to balance a 360-degree arc.
VertigoJ


Posted Feb 27, 2010, 7:51 pm
High probability on turtling then, with weapon incapacitated? There would be a very real chance that anyone exposed to the top of an armoured vehicle when it was on top of them would be squished, but yeah, maybe auto deathing would be too much, we could always assume they might be able to duck inside.
*Grograt*
gary.r.horder@gmail.com

Posted Feb 27, 2010, 8:20 pm
Turrets would dramatically cut down the tactics required for set position weapons, though sounding like a good idea i hesitate to consider actual game play ramifications
*Rezeak*
reecestensel@hotmail.co.uk

Posted Feb 27, 2010, 8:59 pm
I would say they could be viable if made extremely rare
*Wolfsbane*


Posted Feb 27, 2010, 9:05 pm
I wouldn't like to see full turrets, but I think a 180 degree pintle mount could be interesting.
*Rezeak*
reecestensel@hotmail.co.uk

Posted Feb 27, 2010, 9:17 pm
Good idea! :cyclops:
Togakure


Posted Mar 3, 2010, 5:29 pm
Regarding the use of turrets, this could actually be an option for cycles when they are released as well. The "gunner" could be sitting on the rear seat or a 2-wheel and use the turret code to fire a ped weapon in a arc to the rear and/or sides. With a 3-wheel bucket cycle, the bucket itself would be using a standard forward-firing arc though, and just give each design some pros and cons.

I can also imagine the turret code would allow the use of a rear tripod gun on the back of the pickup, sort of like a technical. I'm sure that's been mentioned already though.


I was wondering, especially with the future addition of the fuel tanker, any chance at all of us having some sort of optional driver-operated accessory or weapon that allows the vehicle to detonate?

There have already been a few times that I've encountered a situation where I knew I would lose the vehicle and crew, but was helpless and had no choice but to sit there and die anyways. Would have been nice if I could detonate the internal stores or something to blow the car and take a few with me.

It would have obvious downside of losing the vehicle and crew, but it wouldn't be unrealistic. And for those daring enough, we can hire noob drivers and outfit some vehicles with such a device to use as bait.
*Dark Tempest*


Posted Mar 3, 2010, 7:00 pm
Ok but in that case there would have to be pre reqs for setting it off.

i.e. the vehicle must be demo'd, driver freaked out or some such.

It is highly unrealistic that someone new to a gang (or anyone for that matter) would jump in the suicide wagon and go running off to blow themselves up for the good of the scout.

Perhaps have it on a timer, and once its set the crew has 5 turns to vacate and run away from the vehicle before it blows. If someone gets in the vehicle, no explosion.
Togakure


Posted Mar 3, 2010, 7:14 pm
I agree with the demo part, as I too couldn't see anyone with a bit of sense just blowing themselves to bits for no good reason. After all, this is Evan and not Iraq.

But I do disagree with the crew having to vacate the vehicle as a necessary requirement. Think of it like this: You are in a vehicle that is breeched, people are taking hits, blood everywhere, and the vehicle is for the most part disabled or about to be. You know you're never going to make it out alive, the enemy is swarming all around you, why not take a few out with you? So you grab all the nades you can find, shoot a hole into that flamethrower fuel tank, and start pulling pins as the enemy approaches.

It's not necessarily impossible, it's more along the same lines as throwing yourself on a nade to save your buddies. Maybe require all occupants to be either unconscious, dead, or bleeding. Give em maybe 2-3 turns for the survivors to hop out and run for it, but 5+ turns might be too much. By then the enemy vehicles would have had enough time to disengage the demo car, move away from it, and start chasing/blasting the peds. If your peds are going to get wasted on foot, might as well just wait in the vehicle and die in somewhat comfort.

I would also think that such a "device" would not be enough to actually cause the vehicle to go boom. How about require the device to be installed in a vehicle that is armed with flamethrowers, mine droppers, etc or have a certain bulk worth of explosive cargo/ammo on board? I'm not suggesting some kind of Jihadi suicide bomb car, but instead some way to detonate fuel/munition stores already in use.
FireFly


Posted Mar 3, 2010, 8:27 pm
Togakure said:
I'm not suggesting some kind of Jihadi suicide bomb car...
But pretty much everyone wants one  :rolleyes:
*Dark Tempest*


Posted Mar 3, 2010, 8:35 pm
Who's everyone?

And yes, having the req being people dead/bleeding is a great suggestion, makes it harder to abuse the perk. Then not having as many turns before it going off makes much more sense. This would give flame cars a new purpose in life.
El Carnicero


Posted Mar 4, 2010, 7:18 pm
Some weapons I've been thinking about..

1) I came up with a similar idea (to Grograt's suggestion?) about the Water Cannon, especially after seeing the fire engines on a scout for the first time :)

But rather than make it a weapon only useful against peds, how about this:  Using the FT as a basis (and possibly a HFT version for a heavy Water Cannon) ~

Water Cannon (stream):  Uncommon, Bulk 40, Clip Size 8, Damage vs Peds and internals as MG, Damage vs vehicle Armor nil, but has recoil (on user and target) as a Heavy Rocket.  Cost 2k+, Base Reload Time 0 (don't even need to swap out extra tanks, just connect them with hoses).  Combat Rating 5

Heavy Water Cannon (torrent): Rare, Bulk 60, Clip Size 4, Damage vs Peds and inernals as MMG, Damage vs vehicle armor nil, but has recoil equivalence of an ATG.  Cost 10k, Base Reload Time 0 (see above).  Combat Rating 13

Extra Water Tanks:  bulk 10, weight 10, same cost locally as 1 bulk unit of water.  Can be used on either WC or HWC. (the HWC uses twice as much per shot)

The graphics could probably even use FT graphics, just change the color to blue and add a different sound effect.

Side Effect:  Instantly puts out fires on target :D

Some fun videos:
http://www.youtube.com/watch?v=40o6jgzZij0
http://www.youtube.com/watch?v=gsfyjH-pY4Q

2) Pebble Mines/Gravel Mines:  space 40, Clip Size 10.  Damage to Tires and Peds only.  These weapons are very small and individually not that destructive, but there are a Lot of them.  When used as dropped weapons, they create a nearly unmissable patch of explosive joy in their field of effect that devastates tires and pedestrians trying to get through it.  In addition, they do damage to bottom armor and internals as a vehicle shotgun..  which is to say; not much to armor, and decent to people and equipment.  Much harder to avoid than spikes or regular mines as they go all over the place and are harder to spot.

http://en.wikipedia.org/wiki/Gravel_mines

3) Explosive cloud/bomb:  Rare weapon; Using the concept of paint and smoke sprays, this instead sprays a fuel-air mix, combined with dust or metal particles.  It creates a small cloud that can either be left behind and ignited by nearby weapons fire, or fires automatically after a set time (like 2 game rounds) by a preset charge that is dropped while the weapon is spraying.  The explosion hits all armor sides exposed to it (that's everything if a target is completely inside the cloud) simultaneously with flamethrower damage (including chance to start a fire), and has a decent blast radius as well, perhaps equal to a medium rocket's.  Bulk and Weight should be similar to paint spray, ammo cost maybe tied in with ammo cost in that town (if possible).  High 'fear' effect on foes, just as any other fire weapon.

This could be cool as either a typical "spray" or in launcher form like the paint gun/cgl.

http://www.youtube.com/watch?v=j9xCgNdZPKk&feature=related

4) Not so much a weapon as a game concept change..  I'm just curious, was there ever thought given to the possibility of creating 'exposed' capacity on vehicles?  The Pickup is the most obvious example of this.  It doesn't make sense that the pickup has such high cargo room and all of it is protected by side, back, and top armor.  In the original .. (well the other game ;) they included exposed capacity as a game feature.  This allowed pickups to carry lots of stuff, but with the corresponding risks.  And it really doesn't make sense (to me) that pickups can load so many weapons and cargo when realistically, their protected space should contain less cubic feet than your average subcompact..

If this was ever put into effect, it could create several new useful items;  "toppers" for pickups (the shell you see built onto some pickup beds), roof racks which can attach to vehicle roofs and would add more storage, flatbed trucks (for if and when semi-trailer rigs are ever added), and even tripod weapons on pickup beds and open turret/weapon mounts on vehicle roofs like those used since world war 2 on jeeps, halftracks, hummrs, etc.  I especially like the 'roof rack' idea, and I think Dude suggested it earlier in this thread as well.  The ability to load more cargo for courier runs and freight hauling would be very useful and add many more transport options.

5) Repeating another idea about the harpoon/grapple/crossbow.  I love this idea too, and it would be cool to have them either catch and link two cars together or have the grapple/bolt attached to a droppable 'anchor' at the other end to severely impact the target's handling and acceleration.  Think Ball and Chain.  Tradehunters best friend! :D

6)  Automatic switches for dropped and spray weapons.  Why does it require a firing action every round for non-directed weapons?  Never understood this.  I don't think it should even require extra devices or space/wt for balance, all weapons that have these functions should be able to be turned On in a single round and should stay at that state (until it runs out of that magazine's ammo) until shut off.  Seriously.  ;)

****

Probably more to follow in future posts, but I've read some of the debate between what I guess are the apocalyptic 'purists' and the blue sky 'futurists' regarding which hi-tech weapons and technology should be added to the game.

Maybe the question need not have one ultimate solution or the other, but as the game world grows, there will be room for both sides to enjoy their vision of the post-solar event future..

Imagine that where the game takes place now (Evan), the radiation is still so powerful that indeed advanced electronics are unusable.  But then also imagine that 'safe zones' may exist that aren't impacted so much by solar radiation.  Maybe nearer to the poles the earth's own magnetic field helps disperse the radiation better.. or perhaps there are underground areas or bunkers built into mountainsides that are protected enough to allow electronics to continue to function effectively.

In any case, I'd love to see both versions be playable.  The original uh.. game.. many of us played 20 years ago wasn't really so 'mad max' as this one is, and some of us Did love our gauss guns and x-ray lasers, targetting computers, jammers, etc., driving around inside converted shopping malls (with real pavement floors!), conducting ambushes from interstate overpasses and cloverleafs, etc, all that fun stuff.

Kinda miss that.

So maybe one day we'll discover there's a distant city that wasn't nearly as harmed by the event as everywhere else, where that stuff still exists, and we can travel there to engage in the higher tech fun. :D

Until then, I'll try to ignore the fact that every one of our cars seems to have a functioning radio, spark plugs, distributor, starter coils, and battery... cause surely such electrical devices would continue to function perfectly in an environment filled with constant solar radiation and static dust cloud storms..  B)

Lasers?  heh.


That's it until I come up with more crap..  :cyclops:
-El Carnicero
El Carnicero


Posted Mar 12, 2010, 7:56 am
Autocannons!


Basically a combination between the HMG and ATG,  a chain-driven single barrel weapon that fires explosive projectiles instead of bullets.

Modern versions include the M242 Bushmaster and Mauser BK-27, but autocannons have been around now since before WW1, and the MG FF autocannon was used to great effect in German BF-109's and BF-110's during WW2..

In game terms, I believe they would perform like ATGs (not terribly accurate), that shoot twice per turn (but do slightly less damage per hit), and hold 20 shots per magazine.  They'd bulk the same (60), but weigh more, cost more, and be even more rare to find than ATGs, require heavy weapon skill and enjoy the benefits of heavy weapon spec (but not MGs spec).

Bottom line.. ACs are to ATGs as GGs are to MGs.


-El Carnicero


Bruv


Posted Mar 19, 2010, 5:34 pm
Perhaps if grapnels are difficult to implement some sort of anchor cannon like a harpoon but attached to a small drag anchor rather than the other car. The effect would be to slow the target car and reduce their manoeuvrability.

I do like the fire extinguisher idea, no flame car should be without one.

There have been a couple of ideas for non damaging fear weapons, perhaps add sonic weapons to that list, ultra loud high pitched speakers on top of your car or something.
You could play the brown noise. :o
Groove Champion


Posted Mar 19, 2010, 5:38 pm
This isn't a suggestion for a new weapon per-say, but in the spirit of non-lethal weapons:

Could the Paint Spray not only clog weapons for a few turns, but also cause the ghost to disappear?
El Carnicero


Posted Mar 19, 2010, 11:22 pm
And come in other colors than pink?


:D


-El Carnicero
*Lugal*


Posted Mar 19, 2010, 11:40 pm
*Groove Champion* said:
Could the Paint Spray not only clog weapons for a few turns, but also cause the ghost to disappear?

A heavily painted car will already have a pretty wonky ghost (from that driver's perspective).
Bruv


Posted Mar 23, 2010, 1:15 pm
I think this thread needs an update, so list of suggested weapons so far:

Flame Weapons-
Napalm Cannon/Launcher
Flame rockets
Flame spray (Paint spray but napalm)
Molotovs (ped)
In Car Fire Extinguisher

Upgrades-
Heavy spike dropper
Heavy mine dropper
Heavy flechette gun
Heavy vehicular shotgun
Medium gat
Medium laser
Laser gat
Paint mines
Shotgun mines (claymores)
Cluster missiles
Cluster mortar
Anti tank mine
Grenage launcher gat
Rocket gat
Micromissile gat
Poison gas spray
Ballistic rockets
Wedge ram (flipper)
ATG gat

New Weapons-
EMP gun
EMP missiles
Vehicular crossbow
Ballista (Hvy veh xbow)
Railgun
Wheel spikes
Microwave heat ray
C4 charges (ped)
Micro mine dropper

Non Lethal-
Smoke rockets
Paint Cannon
Water Cannon
Smoke bomb
Grapnel
Anchor launcher
Net launcher
Oil drum dropper

Non weapon-
Wheel armour
Odd sized weapons
Anti personnel armour (elecrocution or shotgun)
Anti weapon armour (bonus vs laser, bullets, rockets, etc.)
Specialist ammo
IR goggles (anti smoke)
Targeting (improved accuracy)
Rangefinder (improved ballstics)
Drag parachute
Skill booster (med kit, salvage tools, jury rig tools)
Cargo dump hatch
Reinforcement (armour bonus for weapons, crew, or cargo)
External fuel tank
Roof rack (external cargo)
Flag (courage boost)
Grusome trophies (causes fear)
Jesus tyres (drive on water)
Concealed weapons
Dropped weapon autofire

Other-
Atom bomb
Boxing glove launcher
Suicide car bomb
Knight rider truck (car transporter)
Gangerpult (fires your gangers)
Turrets
Pintle mounts

I may have missed a few and paraphrased a lot but that's about where we're at.

El Carnicero


Posted Mar 24, 2010, 2:11 am
Armor Patches.

bulk 12, weight 150.

Each item allows a one time only 'patch' of a breached (<5) armor facing by increasing it to 5 points.  Cannot be stacked.  May only be used outside of combat (as per tire changes and refueling).

Disappears when vehicle returns to town, and the armor reverts to 0 on that side.

Origins:  These could either be purchasable items in town and producable in camps and/or they can be the result of a high level mech 'cannibalizing' armor from loot hulks.

Might make loot choices slightly less stressful, especially in areas where returns are common.


-El Carnicero




Edit:  While at work today I had a "doh" moment.  We already have something that would work great as an armor patch;  scrap metal.  It even makes more logical sense..

The bulk is 15 IIRC which should prevent abuse;  and since these appear naturally during the loot phase (as well as more frequently with a salvager spec?) no new item would need to be created.  That leaves only the functionality of them - making one more option on the right click car menus (with refuel, retyre, and reload) to 'repair armor breaches'. 

Once again, we're not talking a permanent fix of any kind;  simply scrap metal stuffed into holes and sheets of metal bolted/vice-gripped and/or spot welded over breaches.  Upon return to town, all 'patches' would disappear.

-El C
Aristazibal


Posted Apr 1, 2010, 4:29 pm
I like sam's "release hatch" idea. In CW they had a similar thing called a Junk Dropper. Was basically a cheap, light dropped weapon that dropped "debris". Using it to jetison cargo is even better :)

Another CW idea that I liked was Point Defense Grenades. One shot, 2-bulk, 10lb. that do different things like smoke, paint, flame, flechette, a single mine, etc. Non-reloadable and external. Collisions immediately detonate them (don't know how doable that is in game terms). Would be a great way to fill up those wasted weapon slots and add a little unexpected fun to a combat. I wish there were more low-bulk one-shotters like rockets.

I'm too lazy to qoute, but somebody mentioned "explosive clouds". CW had something called a Flame Cloud Ejector, which was basically just like that. If I remember right it ignited a few turns after being deployed and then vanished. Basically a damage-dealing smoke cloud.

Not sure, but I think I might owe Steve J. like a buck and a quarter now...
:p
theHumungous


Posted Apr 1, 2010, 5:17 pm
I really like the armor patch idea using scrap metal. Maybe it should be based on the mechanic, maybe a "armorer" spec added to the mechanic skill?
Whiskey


Posted Apr 17, 2010, 5:58 pm
Do you like the HissBOOM of heavy rockets?  Do you think that Heavy Rocket Racks were a great invention but you hunger for more than 2 shots of massive destruction?

Then what you need is to put some HURT on your opponents.

The Heavy Ultimate Rocket Tube is an autoloading rocket tube with a 6 shot magazine of Heavy Rockets.  This massive weapons system (100 bulk, 600 pounds) only uses one weapon slot but gives you 6 chances of converting your opponent into scrap metal and car parts.  One Heavy Rocket Launch per turn, repeat fire aiming bonuses apply.

Caution:  HURT is only reloadable at the mechanic shop in town.
FireFly


Posted Apr 17, 2010, 7:24 pm
Prime, if you are going to have that large of a weapon, it has to be re-loadable, it wont fit on anything smaller than a buzzer anyway...

The Heavy Rocketlauncher
*Dark Tempest*


Posted Apr 17, 2010, 7:33 pm
The idea of a weapon that can lay out that much hurt is that it has to have trade-offs. Only being re loadable in town is a fair trade off for 6 HRs in a row.

If it was re loadable then some uber ganger with RR3 would be able to lay a continuous stream of HR out, making it an uber weapon.

Balance comes first.
FireFly


Posted Apr 17, 2010, 7:47 pm
Dark Tempest... Heavy rockets... 7 - 10 damage, huge explosion...
Car cannon, 60 Bulk, 7 - 9 damage, small explosion... 10 shots, reloadable...

What he is suggesting is underpowered and overbulked in comparison to other weapons.
Whiskey


Posted Apr 17, 2010, 8:12 pm
FireFly said:
Dark Tempest... Heavy rockets... 7 - 10 damage, huge explosion...
Car cannon, 60 Bulk, 7 - 9 damage, small explosion... 10 shots, reloadable...

What he is suggesting is underpowered and overbulked in comparison to other weapons.


So, we let Sam and the rules council talk it over.  if they decide to implement something like HURT, they will adjust the values to be fair.

Consider Heavy Rocket Racks.  20 bulk for 2 shots.  So maybe HURT should be around 60 bulk (same as a CC).  Make it reloadable during loot phase.  The trade off for game balance is that the increased power of the HR hits is offset by only 6 shots and reload restrictions.
Crazy AL


Posted Apr 18, 2010, 1:50 am
A reminder: The drawback of a single rocket is that even if you have 2 on a side, a single gunner gets no continuous fire bonus. Racks allow for this, but obviously you get only two. I feel like a continous fire bonus on subsequent rockets of a 6 round rocket launcher like the HURT might move it into the poor man's RGM. If that's OK with the powers that be, then so be it!
FireFly


Posted Apr 18, 2010, 11:31 am
Your missing the point, the reason they are unreloadable rockets is because their bulk is below 20, its a spare weapon.

However you see it, 6 heavy rockets is not a main combat weapon, when a car is expected to fight 2 cars on its own.
Serephe


Posted Apr 18, 2010, 12:17 pm
60 bulk 6 rockets no-reload seems reasonable to me. With a single one, I could easily take out a pair of cars with correct usage, and with a pair well... it'd have a ton of burst potential. Still more of a support weapon, but a very powerful one, possibly a bit too powerful. But I like heavy rockets, so I give you a thumbs up for that.
St Germain


Posted Apr 20, 2010, 1:28 am
*Grograt* said:
armoured wheel hubs for those that aint gonna take the spiked tyre attack  B)


Which could also have negative handling modifiers to offset the extra protection....
simonmaxhill


Posted Apr 29, 2010, 6:02 am
A weapon like this would improve the game massively:

http://vimeo.com/11301853
*Tango*


Posted May 18, 2010, 6:24 pm
CDMD

Command Detonated Mine Dropper, functions identicly to current MD with one additional menu option, Detonate Mines will detonate all your previously layed mines.

This would work great for ambush and to clear an area you have to drive back through but previously mined.

I read through the whole thread and didn't find this.
Kornkob The Dude


Posted May 18, 2010, 8:33 pm
I'm not sure how that would work in a turn based game since you can't really interact with the game during the movement phase.
Groove Champion


Posted May 18, 2010, 8:42 pm
On paper, the CDMD sounds extremely cool (TF2 anyone?:)) but I can't think of a situation where you would want to detonate all your mines if a vehicle isn't already over them (and detonating them anyway?).

Perhaps you would be able to score a few hits from indirect shrapnel damage, but would it be worth adding a new weapon in for it?
*Tango*


Posted May 18, 2010, 11:22 pm
Groove Champion said:
but I can't think of a situation where you would want to detonate all your mines if a vehicle isn't already over them (and detonating them anyway?).


Sam sounded like he didn't like this one already, so it's probably dead in the water but to answer your question

1.  When enemies are driving along the line of your mines but not over them.  I have been told by many veterans that a single MD is totally useless(!) because the AI just avoids them.

2.  When the AI is driving between two of them, but not hitting them.

3.  When you mined behind you but want to drive back down that road due to changes in the battle area (Forward Edge of the Battle Area or Forward Line of Troops has shifted).  Admittedly less frequently, but it has happened to me with HFOJ before.

While sam didn't seem receptive to this(in another thread), he did to the possibility of time delay triggered mines as opposed to impact fused mines.

Oscoda


Posted May 24, 2010, 12:32 am
Some smaller weapons:

Vehicle Mounted SMG - 6-7 bulk, 50 lbs, same stats otherwise as SMG. Either an independent weapon, or only active if a character is carrying an SMG. (the port is there, whether or not an SMG is in place is up for debate)

Vehicle Mounted Rifle - 8-9 bulk, 60 lbs, same stats otherwise as Rifle. same as above.

Micro Incendiary Missle Launcher - 25 bulk, 125 lbs. less damage than MML, less Burst than MML, less kick on the recieving end than MML. IT BURNS!!!!! starts a fire similar to flame thrower.

Incendiary Missle Launcher - 50 bulk, 250 lbs. Less damage than RL, less burst, less kick on recieving end. IT BURNS!!!! similar to heavy flamethrower.

Alternatively, Offer incendiary rockets in the traditional single rockets sizes, and equivalent rocket racks.
phax


Posted Jun 3, 2010, 12:34 am
It's probably been suggested before but I think different ammo types would be cool. Grapeshot, incendiary, high explosive, armor piercing, etc...
*Fourhand*


Posted Jun 3, 2010, 12:42 am
I suggest this every now and then but it never seems to come to pass.

Light machine gun.
10 bulk has about the same damage as one shot from a Gatling gun.

We need a couple of small weapons to make the subcompacts a little more versatile.
Groove Champion


Posted Jun 3, 2010, 4:24 pm
I agree. sub-20 bulk weapons would make it possible for smaller chassis (muscles and compacts) to use sidemounts.

It would also give more options to players looking to minimize CR while not being completely unarmed.
*Grograt*
gary.r.horder@gmail.com

Posted Jun 3, 2010, 4:48 pm
phax said:
It's probably been suggested before but I think different ammo types would be cool.  Grapeshot, incendiary, high explosive, armor piercing, etc...


It has been stated by Sam that the Game engine will not allow for different ammo types  :( the only way round this would be for each ammo type to have its own weapon.
LoSboccacc


Posted Jun 9, 2010, 11:18 am
new weapons to exploit the sam recent improvements:

igniter:
20 bulk
starts a medium fire on your car


heavy igniter:
40 bulk
starts a blazing inferno on your car

...

both could be reloaded in town only :cyclops:
johnny go


Posted Jun 9, 2010, 2:46 pm
LoSboccacc said:
new weapons to exploit the sam recent improvements:

igniter:
20 bulk
starts a medium fire on your car


heavy igniter:
40 bulk
starts a blazing inferno on your car

...

both could be reloaded in town only  :cyclops:


i think the biggest problem whith a weapon like this is that your gangers wont want to use it!
wuld some king of corege cheak be in order to "push the button"?
*Grograt*
gary.r.horder@gmail.com

Posted Jun 9, 2010, 2:48 pm
Dead mans switch maybe
LoSboccacc


Posted Jun 9, 2010, 3:05 pm
it starts a fire so you have time to try your escape before the explosion (that's why I was suggesting a fire starter and not a sudden detonator)

the nice thing about a fire starter is also that the outcome is quite random, so even making the uber lorry of exploding death wouldn't become a too much overpowered weapon
FireFly


Posted Jun 9, 2010, 4:03 pm
What about a detonator with a fuse?
Go 40mph, set it to 5, jump out of the car :D
Groove Champion


Posted Jun 9, 2010, 4:10 pm
LoSboccacc said:
it starts a fire so you have time to try your escape before the explosion (that's why I was suggesting a fire starter and not a sudden detonator)

the nice thing about a fire starter is also that the outcome is quite random, so even making the uber lorry of exploding death wouldn't become a too much overpowered weapon


I don't like this suggestion at all because it essentially gives free internalhits without having to worry about armor, no matter how thick.

Starting a fire with a regular flamethrower is never guaranteed and that's already quite enough.
LoSboccacc


Posted Jun 9, 2010, 4:11 pm
making it soo predictable would make it overpowered instead of fun, I fear - if it were a proper predictable weapon giving it a proper cr would be a nightmare.

but we can always rebalance it later, I just like the general idea of it.
*Wolfsbane*


Posted Jun 9, 2010, 4:28 pm
You realise this is supposed to set your own car on fire, right Groove?

It's a totally crazy idea, and as such I support it completely.
Groove Champion


Posted Jun 9, 2010, 4:31 pm
Oh... I hadn't realized.

In that case, be my guest lol
*Tinker*


Posted Jun 9, 2010, 5:22 pm
why does it have to be so big?

a regular fuel can is 10 bulk, why not make it 15 wich includes a detonator/fuse?

make a bigger one at 25 bulk
LoSboccacc


Posted Jun 9, 2010, 5:46 pm
*Tinker* said:
why does it have to be so big?


dunno. balance considerations probably, I can't tell you what I was thinking when I suggested that. but bulk/price/manufacturing/rarity are quite premature right there, right now  :cyclops:

we can have also a 40 bulk one, medium fire, with a (fixed*) timer, so FireFly is happy too.

*fixed because it won't require changes in the client ui
FireFly


Posted Jun 9, 2010, 7:02 pm
Well actually, it wont require a change, since we can just borrow that slider the Psi power usage uses...

And when I said timer, I didn't mean time till fire, I meant... after 3 seconds... the car goes KABLAMO! :rolleyes:
Flame


Posted Jul 3, 2010, 10:20 am
Any chance of a fire extinguisher of some kind you could install in your vehicle to put out the fires! ;)
*Bastille*


Posted Jul 3, 2010, 11:46 am
Was this meant to be included in one of the skills when the new fire rules was introduced?

I remember seeing a post on this somewhere
*Rev. V*


Posted Aug 7, 2010, 4:59 am
I like the idea someone had of extremely rare versions of weapons already employed in the game.

You could make them better by giving them less weight, or extended range, or more damage, or more ammo, etc...

pick one, and vary it up.
*Burden*


Posted Aug 7, 2010, 5:32 am
I think that we should get a few different types of weapons. It would be a pretty decent idea because for now, most weapons are very similar. There's projectile weapons (machine guns and rifles), cannons, flamethrowers, rockets, rams, droppers, and lasers, that make up the entire arsenal. It would be great to have more differentiation between weapons.

Such as spotter scopes... Equip this onto a buggy or any other type of car, climb somewhere high so that you have a line of sight on the enemy, and target a friendly vehicle with it. If the spotter scope has a line of sight, on the friendly vehicle's target, the targeted vehicle's ballistics accuracy goes up.

Another thing would be side-mounted extendable spikes. It's basically a spike that juts out from the side of your car when fired, spearing anything close enough and retracting. Unlimited shots. But, it would get damaged if it hit an armor facing with more than 2 points of armor left.
It also wouldn't need to target anything to fire.
Deathangels Shadow


Posted Aug 7, 2010, 5:43 am
A spotter scope should give a bonus either to everyone on his side to hit who he has targeted, or perhaps everyone that has the right equipment installed... or at the ver least, to anyone firing mortars and rockets.
*Bastille*


Posted Aug 7, 2010, 7:24 am
I like the spotter idea, I remember you mentioning this once before. As long as it doesn't help too much. The spotter might make calculations for a single weapon in the squad, per use. Otherwise, Im thinking its like having an improved targeting computer in one vehicle that helps all ballistics weapons on the squad. That seems pretty awesome overkill to me.

"Ok Bob, left 3 clicks, wind 45km/hour...." Damon might have some good ideas from sniper spotter tactics.

Takes a turn to evaluate the situation and make calculations, another turn to relay the info, targeting assisted on turn 3. (thats a handful of coding though it seems)


Side Mounted spikes for side swipes sounds cool too.
*Burden*


Posted Aug 7, 2010, 7:40 am
Bastiel said:
I like the spotter idea, I remember you mentioning this once before. As long as it doesn't help too much. The spotter might make calculations for a single weapon in the squad, per use. Otherwise, Im thinking its like having an improved targeting computer in one vehicle that helps all ballistics weapons on the squad. That seems pretty awesome overkill to me.

It would just help one vehicle, really. Taking three turns for the weapon's effects to work would be a pretty good way of keeping the weapon from being overpowered.
Zephyr


Posted Sep 16, 2010, 12:37 am
How about something like this: 

http://defense-update.com/news/6702carpet.htm

Juris


Posted Oct 26, 2010, 9:08 pm
Ejection seats (would work wonderfully with Firefly's Kamibomb idea). :)
Bumper trigger weapons.
*Tinker*


Posted Oct 26, 2010, 9:26 pm
What about a grappling hook like what the Reavers use on the show Firefly
*Dark Tempest*


Posted Oct 27, 2010, 2:08 am
I would love a grapple!
*Tango*


Posted Oct 27, 2010, 3:14 am
*Dark Tempest* said:
I would love a grapple!


BAM YOU GOT A GRAPPLE!  4 OF THEM!

http://extra.listverse.com/amazon/geneticmods/grapple.jpg
Shapeshifter


Posted Oct 27, 2010, 9:36 pm
Sorry if any of these have already been said,

Flipper, mounted on the car not protected by armor, could be activated to flip cars near your car over flip your own cars back upright throw peds ect.

RPG, shoots a gernade that explodes in a few turns (2-3) could also be used by peds as an RPG or just gernades

Fire extinguisher, for putting out cars or peds that are on fire

How about some swords and knifes for our peds? gutting a enemy would be effectave i think!
Shapeshifter


Posted Oct 27, 2010, 9:38 pm
Tango said:
*Dark Tempest* said:
I would love a grapple!


BAM YOU GOT A GRAPPLE!  4 OF THEM!

http://extra.listverse.com/amazon/geneticmods/grapple.jpg


I ate one of those once, man was it good :). back on topic an actual grapple would be great for fliping enemy cars or pulling them around...could also be used to bring back imoblie enemy vehicles/your vehicles form scouts???
*Tango*


Posted Nov 7, 2010, 2:23 am
Single Shot Heavy Smoke Screen
maybe 6 bulk, ineffiecient but fills a gap where you have space but can't fit anything else in there you'd want.

This is all I want for Christmas. It's defensive and wouldn't have a big impact on game balance.

We haven't seen any new vehicular weapons since I started playing seven months ago. :(
*Bastille*


Posted Nov 7, 2010, 2:29 am
+1

Dischargers :)
*Dark Tempest*


Posted Nov 7, 2010, 2:30 am
I think we need some weapons that are camp only.

MGG is a good place to start?
*Wolfsbane*


Posted Nov 7, 2010, 8:27 am
You mean like the rocket racks?
*Dark Tempest*


Posted Nov 7, 2010, 2:23 pm
They are lootable to a certain extent. I should have said it would be nice to see more more camp only weapons.

That single shot smokescreen is also a very good idea.
*Tango*


Posted Nov 9, 2010, 12:57 am
*Dark Tempest* said:
I think we need some weapons that are camp only.

MGG is a good place to start?


That would be cool!
JS


Posted Nov 9, 2010, 1:03 am
*Wolfsbane* said:
You mean like the rocket racks?


Traders carry those in cargo.
Dreamthief


Posted Nov 9, 2010, 11:35 am
1. Mine launcher.

Use the CGL mechanics, but where the shot lands it flings out 3 mines a short distance.

Would prove to be quite interesting tactically.

2.Battletech style NARC pods/rockets.

Score a hit with the special transmiter rocket (maybe use the medium rocket rack for the transmitter rockets) and anyone who has the electronics pod installed gets a boost to rocket accuracy. (make the pod moderate size..maybe 20 bulk)

Make the transmitter rockets quite short ranged and innaccurate, meaning it would be a good use of fast vehicles to zip in and tag an enemy before racing away.
*Rev. V*


Posted Nov 9, 2010, 4:34 pm
"Battletech style NARC pods/rockets. "

They would only work with RGMs...
And if you have THOSE, you don't really need additional NARC targeting aid....

Now, the mine launcher?

THAT could be a good bit of fun....
Dreamthief


Posted Nov 9, 2010, 9:52 pm
With the rockets, you have to buy/fit the additional targetting booster pod...make it not work with the RGM..just with standard rockets and RL.
FireFly


Posted Nov 9, 2010, 9:59 pm
Well, not really, since all the rocket versions aside from the RGM are dumbfire rocket launchers, or RPG's, not Missiles with guidance systems...

And why is the MML called a Micro "Missile" launcher, it sure as hell does not fire missiles, those are dumbfire rockets to :rolleyes:
*Bastille*


Posted Nov 9, 2010, 11:23 pm
Because it says so :mad:
http://img703.imageshack.us/img703/4226/mml.png
To question such a thing.  :rolleyes:

*Tango*


Posted Nov 10, 2010, 12:08 am
because micro rocket launcher doesn't sound as cool
*Grograt*
gary.r.horder@gmail.com

Posted Nov 10, 2010, 12:52 am
Bastiel said:
Because it says so :mad:
http://img703.imageshack.us/img703/4226/mml.png
To question such a thing.  :rolleyes:



Win ... Car wars references beat all
*Tango*


Posted Nov 10, 2010, 1:58 am
Come on guys, I think we've strayed off topic...

of how awesome a single shot heavy smokescreen would be! ;)
Zephyr


Posted Nov 10, 2010, 2:04 am
Rev. V said:
"Battletech style NARC pods/rockets. "

They would only work with RGMs...


Well, hate to get all techno nerdy on you, but in the 'real world' (FWIW), they work very differently. 

"RGM" is like a Sparrow, Phoenix, or AMRAAM missile, known as "Semi-Active Radar-Homing" (SARH).  SARH missiles home in on the radiation bouced off of the target by the launching vehicle. 

What the poster is talking about is more similar to a "Anti-Radiation Missile", like the HARM.  Those kinds of missiles home in on the radiation emitted by the target. 

In theory, (and in Car Wars), any kind of rocket launcher could be loaded with missiles with ARM seeker warheads. 


And yes, a one-shot smokescreen would be cool.  But it should offer either 360 degree or at least 180 degree coverage.  That would be a far tradeoff for being single-shot. 
*Bastille*


Posted Nov 10, 2010, 5:06 am
It says this too...

http://img513.imageshack.us/img513/1886/smokedischargers.png

Must be true  :cyclops:
Khornishman


Posted Nov 10, 2010, 1:20 pm
Different ammunition types are desirable!


Incendiary- Less armor and component damage, greater chance for target to catch fire.

Armor Piercing - Less damage to armor, greater chance for damage to components inside vehicle, even with armor greater than zero.

Appropriate ammunition types would need to be stored in the vehicle.
*Grograt*
gary.r.horder@gmail.com

Posted Nov 10, 2010, 3:02 pm
Khornishman said:
Different ammunition types are desirable!


Incendiary- Less armor and component damage, greater chance for target to catch fire.

Armor Piercing - Less damage to armor, greater chance for damage to components inside vehicle, even with armor greater than zero.

Appropriate ammunition types would need to be stored in the vehicle.


Different ammo will not happen, the only way to have a different ammo type would be a different weapon for each, which would be a nightmare, this is just a limitation on the game engine i am afraid, we are stuck with the one ammo type per weapon
FireFly


Posted Nov 10, 2010, 3:09 pm
How would it be a nightmare grograt?

Coulnt it be as simple as adding a "Convert weapon to ..." button somewhere were there are weapons, as for making the "New" weapons, I don't see the problem either, the weapon is already there is it not, so all sam has to do is tweak some stats?

In theory anyway, it's probably a tiny bit more complex than that.
Marrkos


Posted Nov 10, 2010, 3:24 pm
*Grograt* said:

Different ammo will not happen, the only way to have a different ammo type would be a different weapon for each, which would be a nightmare, this is just a limitation on the game engine i am afraid, we are stuck with the one ammo type per weapon


Limitation of the DB design, actually.

It could happen, but making it happen would be non-trivial.
*Bastille*


Posted Nov 11, 2010, 1:04 am
smoke and paint dischargers. Small and large, 3 and 5 bulk. 4 separate weapons. Takes one weapon slot. Acts like normal weapon for that weapon slot.
Snidely Carmichael


Posted Nov 11, 2010, 4:01 am
Bastiel said:
smoke and paint dischargers. Small and large, 3 and 5 bulk. 4 separate weapons. Takes one weapon slot. Acts like normal weapon for that weapon slot.

Seconded!  These sound both entertaining and useful.
*Tango*


Posted Nov 11, 2010, 7:41 pm
Bastiel said:
smoke and paint dischargers. Small and large, 3 and 5 bulk. 4 separate weapons. Takes one weapon slot. Acts like normal weapon for that weapon slot.


Even better than my idea, thanks!  Some way to use up leftover bulk in a meaningful way.
*Tinker*


Posted Nov 11, 2010, 9:40 pm
Bastiel said:
smoke and paint dischargers. Small and large, 3 and 5 bulk. 4 separate weapons. Takes one weapon slot. Acts like normal weapon for that weapon slot.


sounds great
Jose Bagg


Posted Nov 20, 2010, 6:21 am
With the ped scouting coming, I would like to see my anti-ped weps for cars, and more anti-car weps for peds.


What about some sort of Jaws-of-life thing. A ped can use it to rip open armor on cars and get to the goodies inside.

How about a feature that takes up some bulk but no weapon slots (like a roll cage) and does nothing but harm peds who get to close.

Call it a car tazer.
*Maxxed*


Posted Jan 5, 2011, 5:08 pm
napalm launcher - 65BULK 80-240 range BALLISTICS

1-4 FOJ stlye AOE but sticks to cars - medium initial impact damage and low end risidual high stress and ped damage
*Maxxed*


Posted Jan 5, 2011, 5:12 pm
Also would love to see - ped CGL, tripod MGs, RPG, LAW, MAW, HAW, tripod mortar and hammers u can attack cars with.

..and chainsaws.
*Rev. V*


Posted Jan 5, 2011, 5:18 pm
"..and chainsaws. "

I truly wish I could sticky that suggestion.... B)
Groove Champion


Posted Jan 5, 2011, 6:17 pm
Chainsaws on cars? I'd love that :)

Increasing damage for consecutive rounds in contact with the same vehicle?
*Bastille*


Posted Jan 5, 2011, 8:56 pm
Maxxed said:
Also would love to see - ped CGL, tripod MGs, RPG, LAW, ...


+ 1
*Rev. V*


Posted Jan 6, 2011, 3:47 pm
If it takes putting them on cars to get chainsaws in the game, I'm all for it. B)
Triferus


Posted Jan 16, 2011, 12:26 pm
Since we have mounted rams and spikes in the game, any thoughts on using a weapon slot to mount an internal Armored Plate? Basically it would use a weapon slot and add some additional armor to the side it's mounted on. Like the Rams, it would have weight and bulk. Probably would need 2-3 different sizes. It could be used as a way to add a few points of "Super Strong" armor to vehicles that otherwise have weaker armor, or a way to add more armor to the rear of a cargo vehicle. There should be a light enough version that you might even choose to put one on every side if you don't need both weapon slots on any of them. In this case it would serve as "last ditch" armor.

The idea is the gang is adding this armor to the inside of the vehicle, hence why it uses bulk. Thus, these armor plates take damage after all of the regular armor is destroyed on that side.

These Armor Plates could either simply increase the maximum amount of regular armor allowed on a given side (so if you normally have a maximum of 20 armor, you could then add 25, for example) or the Armor Plates could be fully independent with their own Hit Points. It would also then increase the overall maximum for the vehicle by the same amount. If the plates were made to be independent, then if the Armor Plate takes damage, it would have to be repaired or replaced like a ram would instead of like Armor.

Anyway just an idea.
*sam*


Posted Jan 16, 2011, 3:09 pm
Triferus said:
Since we have mounted rams and spikes in the game, any thoughts on using a weapon slot to mount an internal Armored Plate? Basically it would use a weapon slot and add some additional armor to the side it's mounted on. Like the Rams, it would have weight and bulk. Probably would need 2-3 different sizes. It could be used as a way to add a few points of "Super Strong" armor to vehicles that otherwise have weaker armor, or a way to add more armor to the rear of a cargo vehicle. There should be a light enough version that you might even choose to put one on every side if you don't need both weapon slots on any of them. In this case it would serve as "last ditch" armor.

The idea is the gang is adding this armor to the inside of the vehicle, hence why it uses bulk. Thus, these armor plates take damage after all of the regular armor is destroyed on that side.

These Armor Plates could either simply increase the maximum amount of regular armor allowed on a given side (so if you normally have a maximum of 20 armor, you could then add 25, for example) or the Armor Plates could be fully independent with their own Hit Points. It would also then increase the overall maximum for the vehicle by the same amount. If the plates were made to be independent, then if the Armor Plate takes damage, it would have to be repaired or replaced like a ram would instead of like Armor.

Anyway just an idea.



This idea would be easy to implement, they'd be done like stronger reinforced rams, but would not bestow the collision advantages.
Fifth


Posted Jan 16, 2011, 5:12 pm
Triferus said:
Since we have mounted rams and spikes in the game, any thoughts on using a weapon slot to mount an internal Armored Plate? Basically it would use a weapon slot and add some additional armor to the side it's mounted on. Like the Rams, it would have weight and bulk. Probably would need 2-3 different sizes. It could be used as a way to add a few points of "Super Strong" armor to vehicles that otherwise have weaker armor, or a way to add more armor to the rear of a cargo vehicle. There should be a light enough version that you might even choose to put one on every side if you don't need both weapon slots on any of them. In this case it would serve as "last ditch" armor.

The idea is the gang is adding this armor to the inside of the vehicle, hence why it uses bulk. Thus, these armor plates take damage after all of the regular armor is destroyed on that side.

These Armor Plates could either simply increase the maximum amount of regular armor allowed on a given side (so if you normally have a maximum of 20 armor, you could then add 25, for example) or the Armor Plates could be fully independent with their own Hit Points. It would also then increase the overall maximum for the vehicle by the same amount. If the plates were made to be independent, then if the Armor Plate takes damage, it would have to be repaired or replaced like a ram would instead of like Armor.

Anyway just an idea.


SECONDED!
Checkers


Posted Jan 19, 2011, 6:44 am
Triferus said:
Since we have mounted rams and spikes in the game, any thoughts on using a weapon slot to mount an internal Armored Plate? Basically it would use a weapon slot and add some additional armor to the side it's mounted on. Like the Rams, it would have weight and bulk. Probably would need 2-3 different sizes. It could be used as a way to add a few points of "Super Strong" armor to vehicles that otherwise have weaker armor, or a way to add more armor to the rear of a cargo vehicle. There should be a light enough version that you might even choose to put one on every side if you don't need both weapon slots on any of them. In this case it would serve as "last ditch" armor.

The idea is the gang is adding this armor to the inside of the vehicle, hence why it uses bulk. Thus, these armor plates take damage after all of the regular armor is destroyed on that side.

These Armor Plates could either simply increase the maximum amount of regular armor allowed on a given side (so if you normally have a maximum of 20 armor, you could then add 25, for example) or the Armor Plates could be fully independent with their own Hit Points. It would also then increase the overall maximum for the vehicle by the same amount. If the plates were made to be independent, then if the Armor Plate takes damage, it would have to be repaired or replaced like a ram would instead of like Armor.

Anyway just an idea.

This this this this.
Groove Champion


Posted Jan 30, 2011, 5:11 pm
15 bulk machinegun with a 10 shot clip. Perfect for subcompacts and muscle cars.

A similar concept with other weapon types could be interesting... 30 bulk HMG with 10 shots, 30 bulk RL with 5 shots?
The Underking


Posted Jan 30, 2011, 6:19 pm
Groove Champion said:
15 bulk machinegun with a 10 shot clip. Perfect for subcompacts and muscle cars.

A similar concept with other weapon types could be interesting... 30 bulk HMG with 10 shots, 30 bulk RL with 5 shots?


I really like this idea :D
Victor


Posted Jan 30, 2011, 8:49 pm
How about a variation on the oil jets, that drops a glue-like tar patch.... with the intent of severely slowing a fast-moving vehicle (and possibly turning it if it only slows one side/corner), or immobilizing a slow/underpowered one. Bad news for peds, obviously, but what isn't? (I'm admittedly not really a fan of dropped weapons overall, though... other than on a DR track, they're just too easily avoided, and spikes/oil generally don't have the intended/desired level of effect when they do get hit.)


I'd also like to reiterate the napalm launcher concept, perhaps in the form of a flaming oil "gun". Or perhaps "White Phosphorous Smoke" weapons, which function like normal smoke, but with a chance of setting things on fire.

Oh, and Molotov ####tails for peds... similar to a grenade belt, but with a flaming oil effect. 6 shots, with a disposable carrying case. [edit: Just saw the molotov bandolier last night... nice.]
Zephyr


Posted Feb 3, 2011, 7:22 pm
Groove Champion said:
15 bulk machinegun with a 10 shot clip. Perfect for subcompacts and muscle cars.

A similar concept with other weapon types could be interesting... 30 bulk HMG with 10 shots, 30 bulk RL with 5 shots?


Yeah this is a good idea.... call it a "light machinegun" or some such.  Don't call it a "mini gun" or people will get the wrong idea. 

Here's an idea from me: 

External Cargo Pod
Takes up a hardpoint and 5 bulk (for the mounting).  Players can put up to 30 bulk of any cargo in there (except people).  The weight of the cargo is added to the vehicle weight, of course.  It will be outside the armor and therefore as vulnerable as mounted spikes or a mounted ram.... that is, very. 

The tricky point will be the interface for people to load or unload the pod. 




Oscoda


Posted Feb 18, 2011, 4:22 am
Oscoda said:
Some smaller weapons:

Vehicle Mounted SMG - 6-7 bulk, 50 lbs, same stats otherwise as SMG.  Either an independent weapon, or only active if a character is carrying an SMG. (the port is there, whether or not an SMG is in place is up for debate)

Vehicle Mounted Rifle - 8-9 bulk, 60 lbs, same stats otherwise as Rifle. same as above.


I wanted to change this to simply:

Weapon Port - 8 bulk, 50 lbs.  Mount any ped firearm.  Rifle, SMG, Shotgun. 
*Tango*


Posted Apr 9, 2011, 5:11 am
Modular Rocket Racks

Combine two Mini Rocket Racks to make a Light
" " Light " " " " Medium
" " Medium " " " " Heavy
*Longo*


Posted Apr 9, 2011, 7:50 pm
Paint Blunderbuss

40 bulk
12 shot
Shoots like a flamerthrower, but throws paint not fire. Result is clogging like the old paint guns

Large Paint Blunderbuss
60 bulk
8 shot

Shoots like a flamerthrower, but throws paint not fire. Result is clogging like the old paint guns


A miss with these weapons does not leave a paint cloud
Fealty Lost


Posted Apr 27, 2011, 12:32 pm
MLRS
(Multiple Launching Rocket System)

100 Bulk

1000 weight

Fires 20 Heavy Rockets in a Ballistic arc towards the enemy.

Accuracy: Low at any range

Range: 200 meters

Not Reloadable except in town.

Damage: It's full of Heavy Rockets do the math

Would come with a big circle aiming reticule thingie. Pick a spot, click, hope they don't short or go off in the tubes.

Don't catch fire.
Fealty Lost


Posted Apr 27, 2011, 12:36 pm
Vehicle Nets

Bulk 40

Weight 250

5 shots

Not reloadable except in town

Basically a 'roller' with heavy rope/metal cable and spikes. When fired, drops a large nasty grabby netty thingie that if run over immediately entangles the undercarriage of the vehicle.

Speed is immediately reduced 50%. Tires take damage per spike rules until vehicle stops moving. If all tires destroyed, vehicle disabled and can't move.
*Tinker*


Posted Apr 27, 2011, 5:56 pm
Roof ped weapon pod:

Chassis upgrade like the Roll Cage

pros: fire in all directions/protected by armor
cons: fragileized frame, like an anti-rollcage

edit:
bulk: 5
*Burden*


Posted Apr 27, 2011, 7:10 pm
Vehicle Scattergun :)

The bullet goes out about 50 meters with the damage of a MMG, but after that it splits apart into about 5-7 MG bullets that all do one damage. Great for firing into crowds, or for fighting at medium distances.
*JeeTeeOh*


Posted Jun 13, 2011, 1:13 am
Fixed Position, Linked Machineguns

I'm going all WWI with this one... Two MGs (or MMGs/HMGs) that only shoot straight ahead and fire simultaneously. This is oldschool tech that can be easily managed in Evan. No mess, no fuss. Just get yer car on target and pull the trigger. Front-mount only.

Additional possibility: Eliminates the one-turn delay between target acquisition and firing, as there is no aiming involved. Or conventional target acquisition, for that matter.
Crazy AL


Posted Jun 13, 2011, 4:11 am
JeeTeeOh said:
Fixed Position, Linked Machineguns

I'm going all WWI with this one... Two MGs (or MMGs/HMGs) that only shoot straight ahead and fire simultaneously. This is oldschool tech that can be easily managed in Evan. No mess, no fuss. Just get yer car on target and pull the trigger. Front-mount only.

Additional possibility: Eliminates the one-turn delay between target acquisition and firing, as there is no aiming involved. Or conventional target acquisition, for that matter.


I'm sorry to burst your great suggestion. Linked weapons have been debated to death and summarily denied, I'm sorry to say.
*JeeTeeOh*


Posted Jun 13, 2011, 5:05 am
How very tragic. :thinking:
*Grograt*
gary.r.horder@gmail.com

Posted Jun 13, 2011, 9:31 am
JeeTeeOh said:
How very tragic. :thinking:


how very over powered  :rolleyes:
*JeeTeeOh*


Posted Jun 13, 2011, 3:32 pm
*Grograt* said:
JeeTeeOh said:
How very tragic. :thinking:


how very over powered  :rolleyes:


I don't necessarily agree with overpowered.  With the fixed weapons your firing arc is literally the width of your car.  Any minor adjustments in direction, or changes in elevation, and the target is out of harm's way.  Seems a pretty serious limitation to me.

Note that I am no longer advocating this, as it has been "debated to death," much like my fire extinguisher idea. This is merely a hypothetical discussion.
:D
Mr_Sinister


Posted Jun 14, 2011, 12:29 am
Just thowin' a bunch out. If it repeat anyone's it's not intentional.

Keeping with the lost-tech rigged-up post apocalyptic theme:

"Bunch of hand guns duct taped together with a string attached to each of their triggers":
Fires a whole bunch of small munitions at a time, isn't accurate, low bulk, low weight, can't be reloaded on the go, but can be made with a relatively low mech skill anywhere provided you have a handful of handguns, or would be insanely cheap.

More variations on spikes and rams would be nice, and I love the snow plow idea to ramp your with, might be good for turtling enemies.

How bout one large spike variation? chance to peirce right through armor and slice into gangers if you hit right.

Someone said wheel spikes, love that idea, damage to opponants tires when sideswiped, good way to be a dirty racer...

A big front mounted hammer or axe on a swing arm?

A front mounted ram/spike of some kind full of chainsaws, drills, rotary saws, and jackhammers? Meants for low speed ramming, would be to fragile for high speed ramming. Would chew away at armor for every turn in contact, and be very bad for peds...

Pneumatic spikes? Would be retracted to prevent damage on the approach and you would shoot them forward when you think you're gonna impact.

Also like the idea someone said about mountable extra armor. Could do internal armor that would take damage after youre breached, or and external mounted shield. Both would be cool.

Basically I'm trying to make the most super awesome ramcar... :-D
*JeeTeeOh*


Posted Jun 15, 2011, 7:15 am
Awesome. All my suggestions suddenly sound positively SANE.
:cyclops:
*Rev. V*


Posted Jun 15, 2011, 1:52 pm
"A front mounted ram/spike of some kind full of chainsaws"

I would love to chase down peds with this...... :cyclops:

Though I think the peds should get some sort of temp bonus to their speed when being chased by it, because they are going to be trying their very best to be all they can be.... B)
*JeeTeeOh*


Posted Jun 15, 2011, 5:03 pm
*Rev. V* said:
"A front mounted ram/spike of some kind full of chainsaws"

I would love to chase down peds with this...... :cyclops:

Though I think the peds should get some sort of temp bonus to their speed when being chased by it, because they are going to be trying their very best to be all they can be.... B)


BWAAAAAA HAHAHAHAHAHA
*Grograt*
gary.r.horder@gmail.com

Posted Jun 15, 2011, 5:50 pm
What you lot smokin' :rolleyes:
Kornkob The Dude


Posted Jun 15, 2011, 6:46 pm
Bumper triggers: when you 'fire' them it makes the weapon attached 'hot'. If you hit something (even terrain) the gun goes off.

Ram cars with rockets/flamethrowers on bumper triggers would be awesome.
*Grograt*
gary.r.horder@gmail.com

Posted Jun 15, 2011, 7:02 pm
Kornkob The Dude said:
Bumper triggers: when you 'fire' them it makes the weapon attached 'hot'.  If you hit something (even terrain) the gun goes off. 

Ram cars with rockets/flamethrowers on bumper triggers would be awesome. 


+1
Fifth


Posted Dec 7, 2011, 3:27 am
A snorkel - 20-30 bulk.
Takes up one weapon slot, and allows a vehicle to operate in deeper water than normal. I don't know how the water code works right now, but a snorkel would treat water >3 meters as not being in water at all for purposes of damage and demoralization.
Tez


Posted Feb 23, 2012, 10:07 pm
Choker Rockets

Size of a medium rocket, causes minimal armour damage on impact, though on impact explodes into a dense carbon dioxide cloud, stalling engines (for say, 3-5 turns, not familiar with the effects of such a device) & possibly reducing activity level on any open peds & if the cloud hits a car with a breached armour side. Lasts somewhere between a paint cloud & a smokescreen. Possibly converted into a ballistics weapon too.
*Bastille*


Posted Feb 24, 2012, 12:41 am
Rocket actually sounds good, ballistics weapon has lots of shots. Nice idea.

Eh-hem, dischargers

*JeeTeeOh*


Posted Feb 24, 2012, 2:07 am
Tez said:
Choker Rockets

Size of a medium rocket, causes minimal armour damage on impact, though on impact explodes into a dense carbon dioxide cloud, stalling engines (for say, 3-5 turns, not familiar with the effects of such a device) & possibly reducing activity level on any open peds & if the cloud hits a car with a breached armour side.  Lasts somewhere between a paint cloud & a smokescreen. Possibly converted into a ballistics weapon too.


Intriguing.
*Tinker*


Posted Feb 24, 2012, 6:07 am
*JeeTeeOh* said:
Tez said:
Choker Rockets

Size of a medium rocket, causes minimal armour damage on impact, though on impact explodes into a dense carbon dioxide cloud, stalling engines (for say, 3-5 turns, not familiar with the effects of such a device) & possibly reducing activity level on any open peds & if the cloud hits a car with a breached armour side.  Lasts somewhere between a paint cloud & a smokescreen. Possibly converted into a ballistics weapon too.


Intriguing.


yeah
Joel Autobaun


Posted Feb 24, 2012, 1:49 pm
There is a lot of great suggestions in this thread and others - we depend on the RC to bring them to Sam's attention.
BrassFactory


Posted Aug 14, 2012, 4:38 am
Not really a new weapon, but...

In Car Wars if you had a pair of the same weapon on a facing they could be linked and fired by one gunner. I was surpised not to see that here.

I don't know if it's a good idea balance-wise.
Necrotech


Posted Aug 14, 2012, 3:46 pm
Fire Linking....

I like the idea too, however, I believe it is not included in this game for balancing purposes...

Maybe I'm wrong though...

BrassFactory said:
Not really a new weapon, but...

In Car Wars if you had a pair of the same weapon on a facing they could be linked and fired by one gunner.  I was surpised not to see that here.

I don't know if it's a good idea balance-wise.
*sam*


Posted Aug 14, 2012, 4:46 pm
Tez said:
Choker Rockets

Size of a medium rocket, causes minimal armour damage on impact, though on impact explodes into a dense carbon dioxide cloud, stalling engines (for say, 3-5 turns, not familiar with the effects of such a device) & possibly reducing activity level on any open peds & if the cloud hits a car with a breached armour side.  Lasts somewhere between a paint cloud & a smokescreen. Possibly converted into a ballistics weapon too.



We had gas weapons suggested before, people were concerned about them being too powerful though
Tez


Posted Aug 14, 2012, 5:01 pm
*sam* said:
Tez said:
Choker Rockets

Size of a medium rocket, causes minimal armour damage on impact, though on impact explodes into a dense carbon dioxide cloud, stalling engines (for say, 3-5 turns, not familiar with the effects of such a device) & possibly reducing activity level on any open peds & if the cloud hits a car with a breached armour side.  Lasts somewhere between a paint cloud & a smokescreen. Possibly converted into a ballistics weapon too.



We had gas weapons suggested before, people were concerned about them being too powerful though


Nothing a few weeks of in game testing can't fix. If the idea is liked by the community, then the power can be tweaked just so.
Arganosh


Posted May 10, 2014, 11:37 pm
What about a ped weapon, smoke grenade? acts like a smoke cloud. Despenses a cloud based on where the thrown grenade lands, it presists for 4 turns.
*Maxxed*


Posted Jun 10, 2014, 11:53 am
+1 to that and PLUS PLUS for ped mortar called a Lobber...poss can fire CGL and smoke,paint,fire.

I imagine this as an orange cannon style set up.

PVC plus spring/compressed gas.

Same CR as rifle plus reduce RPG bulk to 2 and increase RPG ammo bulk and effectiveness.

Is it feasible to do .5 bulks? Or 3 pack of ammo for 2 bulk? A slow firing clip?

Esp if things like fire extinguishers n pseudobuff equip like turbo chargers n air intake/cooling systems.
*Maxxed*


Posted Jun 10, 2014, 12:04 pm
Longo said:
Unknown if a type of weapon like this was suggested, but was thinking of a ballistics type weapon that has a DOT(Damage Over Time) effect. 


Light Thermite Mortar
WpnBulk35 1-3 rounds - low damage <crit. chance reduced but effectiveness doubled-no splash. Bulk3>
Thermite Mortar Wpn Bulk 55- 2-5 round effect - <crit. chance normal but effectiveness doubled-tiny splash Bulk6>
Heavy Thermite Mortar[/b ]Wpn Bulk 75 3-7 round effect <crit. chance increased and effectiveness doubled and splash equal to FOJ Bulk9>

NB: Direct hits only for crits and 25/35/45% chance of fire compared with napalm.
Tallus


Posted Apr 12, 2015, 7:06 pm
Double magazine attachments.
Smoking oil jets.
He, ap, incendiary. White phosphorous mortar rounds.
Tez


Posted Apr 25, 2015, 5:27 pm
http://i.gyazo.com/da9629c8cce9d5402d84e522d36f038e.png

So...when do we get our Fire Extinguishers?
*Awefense*


Posted Apr 25, 2015, 5:34 pm
Tez said:
http://i.gyazo.com/da9629c8cce9d5402d84e522d36f038e.png

So...when do we get our Fire Extinguishers?


I really could have used some fire suppression today!
*Boonwolf*


Posted Apr 26, 2015, 5:57 am
This has come up many times, and action WAS taken last year. I myself don't know what the factor change was but flammability of vehicles has been lessened from what it was before steam.
Ashlee


Posted May 28, 2015, 5:30 am
List of weapons and what they do.

1: harpoon Gun: Fires into a Car,Truck, Bike,Person And drags them about option to let the harpoon go off the wire by re-loading weapon, Means you can turns cars with certain weapons in a diffrent way or just race past them shoot it and make the car go flying as you drag it along. if your in a small car and fire into a fire engine and try to drive past will ruine ur car or break harpoon gun as its ripped from its space.

2:Push Spikes: Spikes that Push out when close anoth to a car trying to flip it or move it out ur way as you close in or close up to other cars and trucks.

3:Bubble Gum Gun: Slows down cars and stops them can also clue doors shut and make it harder to escape from a car.

4: Hand weapon (Whip): so you can whip it good.
*Boonwolf*


Posted May 28, 2015, 7:35 am
When a creature comes along you must wip it!
Lmao

We do have a hammer cant touch it thought
*Jagged Monkey*


Posted May 28, 2015, 9:40 pm
A Black Hole Dropper would be nice.
Necrotech


Posted Jun 2, 2015, 7:19 pm
*Jagged Monkey* said:
A Black Hole Dropper would be nice.


I think that is what I fell into.....
*Brunwulf*


Posted Jun 4, 2015, 6:19 pm
Ashlee said:
List of weapons and what they do.

1: harpoon Gun: Fires into a Car,Truck, Bike,Person And drags them about option to let the harpoon go off the wire by re-loading weapon, Means you can turns cars with certain weapons in a diffrent way or just race past them shoot it and make the car go flying as you drag it along. if your in a small car and fire into a fire engine and try to drive past will ruine ur car or break harpoon gun as its ripped from its space.

2:Push Spikes: Spikes that Push out when close anoth to a car trying to flip it or move it out ur way as you close in or close up to other cars and trucks.

3:Bubble Gum Gun: Slows down cars and stops them can also clue doors shut and make it harder to escape from a car.

4: Hand weapon (Whip): so you can whip it good.


BUBBLE GUM GUN??!! - This ain't Mario Kart :D
*StCrispin*
ce.services.mh@gmail.com

Posted Jun 4, 2015, 7:21 pm
Ashlee said:
List of weapons and what they do.

1: harpoon Gun: Fires into a Car,Truck, Bike,Person And drags them about option to let the harpoon go off the wire by re-loading weapon, Means you can turns cars with certain weapons in a diffrent way or just race past them shoot it and make the car go flying as you drag it along. if your in a small car and fire into a fire engine and try to drive past will ruine ur car or break harpoon gun as its ripped from its space.

2:Push Spikes: Spikes that Push out when close anoth to a car trying to flip it or move it out ur way as you close in or close up to other cars and trucks.

3:Bubble Gum Gun: Slows down cars and stops them can also clue doors shut and make it harder to escape from a car.

4: Hand weapon (Whip): so you can whip it good.


Next we will hear about the Drill-doe.  when you "ram" someone in the rear it will pop-out and spin like a drill.  Or maybe Cootie armor!

I do like the whip though.  Then I can name one of my Ped's Indiana Jones.
Paul Simon


Posted Jul 9, 2015, 10:31 pm
two suggestions

parachute ( a negative rocket booster)

to slowdown a car faster than a hand brake with more control. only rear mounted. one shot deal, possible jamming means does not fire or after firing does not disengage and acts like an anchor

Sand blaster -short ranged like flamethrower. uses compressed air to shoot aggregate against enemy. For one turn modifies terrain for target to sand and what ever impact that does to vehicle handling, or makes handling worse. or makes target car heavier for a period of time. That might be easier to implement with current game mechanics
*goat starer*


Posted Jul 9, 2015, 10:35 pm
love the parachute idea
*K1500*


Posted Jul 9, 2015, 10:36 pm
Paul Simon said:
parachute ( a negative rocket booster)

to slowdown a car faster than a hand brake with more control. only rear mounted. one shot deal


This I really like. Could see it being used in racing vehicles as well as scouts.

K
*Awefense*


Posted Jul 9, 2015, 10:51 pm
goat starer said:
love the parachute idea


I'm on board with the parachute idea!

Also, inspired by the new Mad Max flick, harpoons!

Even the AI could pull off shooting a TT, Lorry, or FE, with a harpoon and then applying the brake job, allowing the rest of the AI to swarm and maybe off a big rig or at least force a closer fight!. Scary thought.

:)
Paul Simon


Posted Jul 9, 2015, 11:12 pm
Awefense said:
goat starer said:
love the parachute idea


I'm on board with the parachute idea!

Also, inspired by the new Mad Max flick, harpoons!

Even the AI could pull off shooting a TT, Lorry, or FE, with a harpoon and then applying the brake job, allowing the rest of the AI to swarm and maybe off a big rig or at least force a closer fight!. Scary thought.

:)


Harpoon been suggested before.
*goat starer*


Posted Jul 9, 2015, 11:22 pm
I bet the stumbling block would be the graphics
Bolt Thrower


Posted Jul 9, 2015, 11:36 pm
The AI would love some parachutes for Bridge Out.
Paul Simon


Posted Jul 9, 2015, 11:45 pm
goat starer said:
I bet the stumbling block would be the graphics


Not a programmer but I think paint gun graphic could be modified. That closest to what I would expect to see. Pull chute you get one turn of Chute icon/graphic then next turn it gone.
*goat starer*


Posted Jul 9, 2015, 11:48 pm
The launcher isn't hard... I think any kind of sensible unfurling parachute may be somewhat beyond the game
*Jagged Monkey*


Posted Jul 10, 2015, 12:13 am
Custom skins on the parachute would be cool.
PvtParty


Posted Jul 10, 2015, 10:13 am
Paul Simon said:
two suggestions

parachute ( a negative rocket booster)

to slowdown a car faster than a hand brake with more control. only rear mounted. one shot deal, possible jamming means does not fire or after firing does not disengage and acts like an anchor

Sand blaster -short ranged like flamethrower. uses compressed air to shoot aggregate against enemy. For one turn modifies terrain for target to sand and what ever impact that does to vehicle handling, or makes handling worse. or makes target car heavier for a period of time. That might be easier to implement with current game mechanics


Sand would get my vote if it could be used to extinguish fires...
Parachute = negative rocket booster
Sand launcher = negative flamethrower

*goat starer*


Posted Jun 13, 2020, 1:01 am
Chaff launcher

the chaff launcher (window launcher <brit> doppel launcher <german>) is a radar counter measure. it will confuse RGM guidance.


Fealty Lost


Posted Jul 27, 2020, 3:38 am
Lose the "R" and make them TOWs. Highly more feasible. Make firers maintain a very narrow LOS (30 degrees?) or lose tracking. If tracking lost for 2 turns, shot misses.

I've always hated lasers. Current tech' for a laser which could do ANY damage in an instant requires 'fuel' (chemical) that would fill a standard shipping container for one shot.

But we have magical Star Wars (sucks) lasers, which scag' wasteland gangs seem to have laying around everywhere in perfect working condition inside their McLaren supercars. I dunno. SWs sucks.

White-phosphorous mortar/CGL rounds. Blanket an area and do a WIDE range of damage, from annoying paint-job scars to burn a hole through the roof which continues on through anything in the way and exits the floorboards?

Would also block lasers and screw up RGMs. So there's that. And you could add a very small percentage chance they cook off in the tube? ...just to keep the evil contained somewhat...like, the more rounds you fire without taking a break, the higher the chance gets but really never goes away totally?

Then we'd have videos of FEs getting roasted by internal willie-pete explosions. I'd pay a dollar to see that.
*The X Man*


Posted Jul 27, 2020, 4:15 am
Fealty Lost said:
White-phosphorous mortar/CGL rounds.
Would also block lasers and screw up RGMs. So there's that.


We have Smoke Guns that basically do this, Paint Guns too.
Fealty Lost


Posted Jul 27, 2020, 3:52 pm
Yes, but do they eat through a car and cause rolling damage and burn people alive? :D

Such fun!!
*Bastille*


Posted Jul 28, 2020, 12:30 am
No, but heavy lasers do :rolleyes:
*The X Man*


Posted Jul 28, 2020, 6:03 am
Fealty Lost said:
Yes, but do they eat through a car and cause rolling damage and burn people alive? :D

Such fun!!


Thats called a Napalm Gun, which also exists in game
*goat starer*


Posted Jul 28, 2020, 8:40 am
*The X Man* said:
Fealty Lost said:
White-phosphorous mortar/CGL rounds.
Would also block lasers and screw up RGMs. So there's that.


We have Smoke Guns that basically do this, Paint Guns too.


They don't do anything to RGMs. Chaff launchers would be cool
Angle


Posted Sep 15, 2020, 4:48 am
Here's a suggestion! Just a literal car bomb! something you can throw on a vehicle that you obviously don't care about, and then have some ped you don't like detonate it manually from within the vehicle! then the explosion happens and everyone has a great time :) except for that ped, but they knew what they were getting themselves into when they joined ;P

(idk how you'd go about acquiring this. Would be really fun running away from AI with this thing XP)
KingEridani


Posted Jan 17, 2021, 5:42 pm
Flechette and Shotgun weapons should be expanded.

Cars getting up close, colliding, and dog-fighting is so core to the setting genre's tropes.

This would expand the 'Ramcar' strategy type (as opposed to line fighting, or trailing) with some more viable equipment that won't accidentally roast their target too much.

As well as being generally useful to any scout that is hunting for prizes. I love running a "can opener" and "spoon" muscle duo, 1 muscle with gats to open up the armor, 1 muscle with VS or Flechetes to spoon out the crew.


Vehicular Auto-Shotgun [VAS] - Rare
    -Shotgun, but gatling.

Vehicular Heavy-Shotgun [VHS] - Rare
    -Shotgun, but Large.

Vehicular Bunderbluss [VBB] - Very Rare
    - Mid step between current VS and Flechette Gun.

Blackpenny Car Rifle [BCR] - Super Rare
    - normal direct fire range (the car rifle of flechette)
    - flechette-like damage profile

Vehicular Lance [VL] - Common
    - A pointier hitbox for a Ram

Car Grenade-Spear - [CGS] - Very Rare
    - A mix between better for bulk 1shot rockets and a ram, acts like VL above after being fired.


Also throwing some Ped Weapons on here because related to can-opener/spoon and that ped thread be dead...

Combat Shotgun [CS] - Rare
    - Its a shotgun, that doesnt blow... 8 shots, higher power.

Deployable Mortar [DM] - Very Rare
      - Peds with Bali... the POWER (gotta make expensive and bulky)

Toy Tank Gun [TTG] - Super Rare
      - bulky direct fire 'hand cannon'

Belt-fed Auto-Shotgun [BAS] - Super Rare
    - 4 Blk, 2blk reload, 20shots, higher power.
rockinrams


Posted Jul 11, 2021, 8:45 am
(no idea if this was already suggested)
How about a grapple gun?
Lets say it has 3 shots, and is unable to be reloaded mid-fight
Takes up 50-75 bulk
If it hits theres a sort of pulling effect between you and the target for x amount of turns (explained later)
Every couple turns the grapple is "attached to the vehicle" it does 1 damage until armor on the said it attached to is 0'd out, or is "pulled out" by a ganger not manning a gun (excluding driver)
Is decently inaccurate (due to weight)
The "pulling grapple out of vehicle" mechanic is based on the ganger's strength and dexterity
The less armor there is (compared to original amount) the easier it is to pull the grapple out.
Multiple (max of 3) gangers can attempt to get it out.
Smooch


Posted Jul 12, 2021, 3:23 am
how about a ramp shaped ram that you can catch air off of. If it hits you in the side, you got a good chance to turtle.
Sagal
tr7man27@hotmail.com

Posted Jan 8, 2023, 7:05 pm
I'm waiting for the Medium Gatling Gun & the Medium Car Rifle, since I love the Medium Machine Gun so much.
RANXEROX


Posted Jan 12, 2023, 7:57 pm
Sagal said:
I'm waiting for the Medium Gatling Gun & the Medium Car Rifle, since I love the Medium Machine Gun so much.



what about a combination of the 2, high accuracy, penetration, 30 bulk recoilless rifle, that has a chance to cause rapidfire without RS spec (reduced damage from car rifle to offset the rapidfire and bulk additions)
bob ewing


Posted Mar 13, 2024, 8:48 pm
What about the holy hand grenade?

https://steamuserimages-a.akamaihd.net/ugc/945081009037914252/61C468F95701104030B156FCBA96493FD13D31D3/?imw=268&imh=268&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
*The X Man*


Posted Mar 14, 2024, 4:39 am
bob ewing said:
What about the holy hand grenade?



You do know that hand grenades already exist in DW??

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