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New Vehicle Weapon suggestion
Dexter
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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.
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vet

Posted Nov 5, 2009, 8:05 am
Fealty Lost
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My buddies and I used to hook up large (LARGE) capacitors to each others' cars...when you went to unlock the door...ZAP!
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vet wv

Posted Nov 5, 2009, 5:11 pm
simonmaxhill
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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.
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vet wv

Posted Nov 9, 2009, 4:33 am
*sam*
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Several nice ideas in here, thanks. Ped-deployed mines, ped-flamethrowers and molotovs are all definites!
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 9, 2009, 10:52 am
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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 :)
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vet wv marshal pvp2 cont

Posted Nov 9, 2009, 11:37 am
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Great Idea, but I would rather say, Molotov launcher.

CGL that fires... firebombs, basically, the damage of a CGL but they work like molotovs
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Nov 9, 2009, 11:44 am
Karz Master
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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.
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vet wv zom

Posted Nov 9, 2009, 1:04 pm
FireFly
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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
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Nov 9, 2009, 1:07 pm
ISHOULDCOCO
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Might want to consider a non-lethal weapon for character capture.

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

COCO
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vet wv

Posted Nov 9, 2009, 2:41 pm
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Giant boxing glove launcher!
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vet wv raceL1 deathrceL1

Posted Nov 9, 2009, 10:55 pm
Bytten
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A gun that fires nets?
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vet wv

Posted Nov 9, 2009, 10:58 pm
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drag parachute: deploys a parachute that slows a fast moving car down in a big hurry.
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vet wv

Posted Nov 9, 2009, 11:13 pm
Flashpoint
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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.
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vet wv

Posted Dec 9, 2009, 5:21 pm
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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...
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Dec 9, 2009, 5:47 pm Last edited Dec 9, 2009, 5:47 pm by FireFly
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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.
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Dec 9, 2009, 6:12 pm
Zephyr
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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. 
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vet wv

Posted Dec 18, 2009, 2:31 am
Marrkos
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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.
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vet wv community

Posted Dec 18, 2009, 2:50 am
*JD_Basher*
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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...
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vet marshal wv cont

Posted Dec 18, 2009, 6:58 am
Serephe
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Don't try to hide the heavy laser ammo from me, JD Basher.
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vet wv paintladder ww0,3,0

Posted Dec 18, 2009, 7:04 am
*Lugal*
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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

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vet marshal wv

Posted Dec 18, 2009, 7:13 am
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