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Ped Equipment Suggestions
johnny go
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indeed i don't think its a big issue, but if the ped scouting the ruins gose live it would be nice to have a few more tactical choses.

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vet wv

Posted Sep 15, 2010, 11:48 am
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FireFly said:
I'd say weapon balance is broken when there is only 1 weapon that's good to use, easy to obtain, and the weapon of choice.



Right, that's my point here.  The "Tyrrany of the Rifle"  should be broken, if for no other reason as to make the game more interesting.  (I'm operating under the assumption that variety = interesting.) In this model I propose, the rifle is the best all-around weapon, a great balance of range, damage, magazine size, bulk, and availability.  So in that sense it is still "best."  But other weapons are valid in specific circumatances.  For example, when competing in close-combat such as the Gateway Pedestrian Combat Arena, shotguns and SMGs might be a better choice. 

Other factors that can make other weapons more useful: 

(a) weapon speed. Make the ped weapon you use play a factor in shooting order.  So someone with a SMG can get off a burst before the guy with the hunting rifle is able to point, aim, and shoot.  I think Sam mentioned he wanted to do something like this with pistols, to make them more useful.

(b) make bulk a sliding scale.  The current model for bulk is that each ped has a certain capacity and they can only carry what's in that capacity, but what they carry has no effect on their speed.  Someone with 50 speed and a pistol moves just as fast as someone with 50 speed and a pistol, flamer, and grenade belt. 

My idea is to have a more sophisticated model.  Allow peds to carry as much as they want, up to something like say 20 bulk, but every point of bulk they carry will impose a penalty on their Speed and Dex.  A high Strength will reduce that penalty, so strong characters can carry more, but there will still be a penalty.  So now the dude with the pistol is sprinting around while the guy with the flamer and grenade belt is waddling at one mile per hour. 

Basically imagine each ped as a mini-car, with "bulk" instead of vehicle weight and "strength" instead of "engine."

This will be very inportant if/when body armor is added to the game, as there will need to be a reason not to turn your peds into mini tanks. 

(c) There are other "special traits" you can give ped weapons to make them  more interesting, that can be borrowed from vehicle weapons.  For example, have SMGs fire twice with each pull of the trigger, like mini-gats.  Or have shotguns have more of an intimidation factor when someone is shot at with them, like flamers. 

And yes, I know anything pertaining to peds is minor and perhipheral to this game.  But it's fun to discuss, IMHO. 
.........................
vet wv

Posted Sep 15, 2010, 7:56 pm
Zephyr
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Maybe for the "ultimate" man-carried weapon, we could have man-portable prototype laser rifles.  That could fill the "High Damage / Long Range" category nicely.  And they would cost $1 Million each. 

Perhaps they could look something like the laser rifles from Akira: 

http://www.screenhead.com/wp-content/uploads/2008/02/akira.jpg

Hey, it's just suggestion....
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vet wv

Posted Sep 16, 2010, 12:43 am
*JD_Basher*
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This IS a post-apocalyptic society based on our current tech level.

Are you sure "Pulse-Laser" Rifles are consistent with this drama?

I'm pretty sure THAT type of Japanese Anime came out a few years after Sam published and loaded THIS game, BTW. :p

JD B)
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vet marshal wv cont

Posted Sep 16, 2010, 2:22 am
*Rev. V*
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I'd be happy with a chainsaw attachment for rifle/shotgun.

Aw, hell, I'll be honest and admit it, I just want a CHAINSAW!
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Posted Sep 30, 2010, 7:41 pm
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I don't know whether Sam is still working on this idea or not, but I'll give my 2 cents anyway.

While a full inventory system for gangers would be nice, maybe to keep it simple, just add something like two or three slots for each ganger that they could use to carry gear.

This way not only would it be easier to implement for Sam and to manage when you have a large gang but it would also force people to make difficult decisions like do I give this ganger anti radiation pills in case he gets to walk home, a pair of binoculars that gives a small bonus to scouting or a fire extinguisher?

Also most of this stuff should be fairly rare I suppose and only give minor bonuses the way I see it for game balance.
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vet wv

Posted Oct 4, 2010, 12:03 am
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Yep, I'm still working on this stuff!
This thread is here to gather ideas in one place until such time as I get around to working on it.
Considering some of these right now..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 3, 2010, 1:18 pm
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Zephyr said:
FireFly said:
I'd say weapon balance is broken when there is only 1 weapon that's good to use, easy to obtain, and the weapon of choice.



Right, that's my point here.  The "Tyrrany of the Rifle"  should be broken, if for no other reason as to make the game more interesting.  (I'm operating under the assumption that variety = interesting.) In this model I propose, the rifle is the best all-around weapon, a great balance of range, damage, magazine size, bulk, and availability.  So in that sense it is still "best."  But other weapons are valid in specific circumatances.  For example, when competing in close-combat such as the Gateway Pedestrian Combat Arena, shotguns and SMGs might be a better choice. 

Other factors that can make other weapons more useful: 

(a) weapon speed. Make the ped weapon you use play a factor in shooting order.  So someone with a SMG can get off a burst before the guy with the hunting rifle is able to point, aim, and shoot.  I think Sam mentioned he wanted to do something like this with pistols, to make them more useful.

(b) make bulk a sliding scale.  The current model for bulk is that each ped has a certain capacity and they can only carry what's in that capacity, but what they carry has no effect on their speed.  Someone with 50 speed and a pistol moves just as fast as someone with 50 speed and a pistol, flamer, and grenade belt. 

My idea is to have a more sophisticated model.  Allow peds to carry as much as they want, up to something like say 20 bulk, but every point of bulk they carry will impose a penalty on their Speed and Dex.  A high Strength will reduce that penalty, so strong characters can carry more, but there will still be a penalty.  So now the dude with the pistol is sprinting around while the guy with the flamer and grenade belt is waddling at one mile per hour. 

Basically imagine each ped as a mini-car, with "bulk" instead of vehicle weight and "strength" instead of "engine."

This will be very inportant if/when body armor is added to the game, as there will need to be a reason not to turn your peds into mini tanks. 

(c) There are other "special traits" you can give ped weapons to make them  more interesting, that can be borrowed from vehicle weapons.  For example, have SMGs fire twice with each pull of the trigger, like mini-gats.  Or have shotguns have more of an intimidation factor when someone is shot at with them, like flamers. 

And yes, I know anything pertaining to peds is minor and perhipheral to this game.  But it's fun to discuss, IMHO. 


+1 on all points
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 3, 2010, 1:29 pm
theHumungous
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Yep. I'm also all for making the "other" ped weapons valid.

Pistols firing first - great at short range and can be fired in the same turn as they are aimed (and not using the speed bonus in that case).

smgs firing twice but not terribly accurate at range,

shotguns having great damage but fairly short range (if using shot - if it represents slug, then more range),

rifles being what they are now... long range hunting class rifles, maybe with a smaller clip.
Oh, and pistols should be able to have a few more clips.

.........................
vet wv

Posted Nov 3, 2010, 3:35 pm
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"Pistols firing first - great at short range and can be fired in the same turn as they are aimed"

Hmmm....maybe that would make a neat "Gunslinger" Handgun spec....
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vet wv zom marshal paintladder cont

Posted Nov 3, 2010, 3:38 pm
Djihani
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Did anyone suggest ped armor and equipment affecting their in-car-bulk? No armor and pistol = squeeze him into a smaller slot - body armor and armed to the teeth = takes more place in a car.

Would make you decide whether you value ped survival or vehicles (also preventive survival).

Would also ultimately allow for more vehicle variation!
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vet wv zom gateautumn raceL1 deathrceL10,4,0

Posted Nov 3, 2010, 5:30 pm
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Djihani said:
Would also ultimately allow for more vehicle variation!


sure would, but they aren't wearing full plate mail!
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Posted Nov 3, 2010, 6:32 pm
*Rev. V*
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And even if they were, it's nowhere NEAR as heavy and bulky as Hollywood would have you believe....
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Posted Nov 3, 2010, 7:19 pm
Zephyr
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"He's gonna man the roof cupola heavy gat. Go get a crane so we can lift him up there." :cyclops:
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vet wv

Posted Nov 3, 2010, 7:21 pm
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Not sure if anyone's mentioned it already, but....

Jetpacks!!

Probably very difficult to do and probably very silly.

Still...would be cool  B)
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vet wv

Posted Nov 3, 2010, 8:32 pm
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Dreamthief said:
Not sure if anyone's mentioned it already, but....

Jetpacks!!

Probably very difficult to do and probably very silly.

Still...would be cool  B)


With Ped bouncing physics, so they can bounce off walls, and get blasted out of the sky.
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vet wv pvp5 pvp3 pvp4

Posted Nov 3, 2010, 8:54 pm
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Cybernetic replacement parts (for peds). Would need to be rare and expensive. Also suggest they should only be available at a facility in Morgan to give the new town character. It'd be cool if Morgan was a center of science a technology (maybe that's where lasers are from).
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vet wv pvp1 pvp5 pvp4 race1 zom pvp2 deathrce1 pvp3 combat1

Posted Dec 23, 2010, 1:00 am
*Rev. V*
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Chainsaws.... B)
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vet wv zom marshal paintladder cont

Posted Jan 6, 2011, 3:49 pm
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Other than adding new new weapons and equipment, what about making the existing weapons somewhat more like their real life counterparts?

Pistol - The description says this is a revolver. If so, it would probably be a .357 Magnum. Thus, it would have 7 shots, not 8, and possibly do slightly more damage. Also if it's a revolver I suggest changing the name of the weapon to "Revolver". Otherwise, if you make it a semi-automatic, then it would likely be a 9mm or a .40 Caliber with maybe 12 rounds. Either way, it wouldn't have 8 rounds... (I'll note that there *are* 8-round .357 Magnums in existence, but they're extremely rare and they don't have Speed Loaders like the 7-round and 6-round revolvers do.)

You could also have both a Revolver and a Pistol (Semi-Auto) if you wanted. The current Pistol text arguing against a semi-auto mechanism doesn't really fly when there's an SMG. lol

Shotgun - Shotguns with extended magazines can carry 8 rounds, not 10. Of course, you normally carry individual shells for shotguns, not magazines, with only a couple of exceptions. Should either do damage in a cone or fire 8 pellets (based on 00 Buckshot) per shot that each travel in a random direction within a cone shape.

SMG - The most common magazine size for SMGs is 30 rounds. Small ones carry 20, and the largest can carry 50. The most realistic would be to have this weapon fire 3-round bursts. However, since the Gatling Gun fires 2-round bursts, the SMG could use 2-round bursts as well for this game. I see someone else suggested 2-round bursts for the SMG as well.

Individual Rounds
- Another idea is to change the ammo system to individual rounds, with X rounds per unit of bulk (probably equal to 1 Bulk divided by the number of rounds in a full load). That would:
A) Prevent you from having to throw leftover rounds away when you reload.
B) Make the Revolver and Shotgun more realistic.
C) Allow you to scavenge a few rounds here and there.
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vet wv

Posted Jan 15, 2011, 7:23 am Last edited Jan 15, 2011, 7:25 am by Triferus
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"Firefly" said:
(a) weapon speed. Make the ped weapon you use play a factor in shooting order.  So someone with a SMG can get off a burst before the guy with the hunting rifle is able to point, aim, and shoot.  I think Sam mentioned he wanted to do something like this with pistols, to make them more useful.


Is the current Rifle supposed to be a Hunting Rifle or a military Rifle (since the game has no Assault Rifle)? If it's definitely supposed to be a Hunting Rifle then I can agree, but if it's supposed to include any and all rifles then I can't.

"Firefly said:
(b) make bulk a sliding scale.  The current model for bulk is that each ped has a certain capacity and they can only carry what's in that capacity, but what they carry has no effect on their speed.  Someone with 50 speed and a pistol moves just as fast as someone with 50 speed and a pistol, flamer, and grenade belt.


I think you forgot that items already have weight in addition to bulk. The bulk isn't what should slow a Ped down, but rather the weight.
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vet wv

Posted Jan 15, 2011, 7:28 am Last edited Jan 15, 2011, 7:30 am by Triferus
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