Weapon/Armor Customization
Drown
Underwater Join Date: 2002-12-02 Member: 10392Members
Have a way to introduce tweaking to each weapon, armor, and item. Posted some ideas in another thread, but the idea stems from having more situational stuff. IE: System Shock 2 style of weapon customization in terms of ammo. The flechette type thing that was mentioned in the cast was along these lines.
Ideas,
Jetpacks could have three options for tweaking.
a. (Fuel)More Jet-fuel.
b. (Speed)Faster jet-power,
c. (Armor)Less speed and fuel than either of the above, but comes with a small armor boost.
Heavy Armor ideas,
a. (Armor)Highest Raw Armor Value
b. (Ionization)Stronger against the light alien attacks, but weaker to the heavy alien attacks. So a skulk bite might have reduced damage by 30%, but an onos hit might do 30% more.
c. (Plasteel)Lower raw armor value, but speed is not as impaired.
LMG (two fields)
**Field 1 (ammo type)
a. (Flechette/Jacketed Hollow Point)More damage to aliens without 'carapace' upgrade, or the more fleshy aliens like the skulk and gorge. Less damage to armor type aliens like lurker or onos.
b. (Toxic)Weaker bullets overall, but applies a small damage over time effect that stacks for each hit. Regeneration upgrade should negate these effects.
c. (Armor Piercing/Full Metal Jacket)More damage to the armory type aliens, basically the opposite of flechette)
d. Normal - no special bonus or negatives.
**Field 2 (weapon upgrade)
a. ROF - Increase rate of fire of the LMG slightly
b. Ammo - Larger Weapon Clips.
c. Scope - Adds a small 2x Scope to the LMG, and decreases the clip size by half.
I'm sure the ideas could flow out from here, but having these kind of upgrades creates the ability to have special squads where each marine performs a role that can be derived from his weapon options, or the weapon options provide greater strengths and weaknesses for the marine.
In addition, having a way to 'recycle' the weapon, back into the armory would be a good idea, in case of mistakes, or new orders. =)
Ideas,
Jetpacks could have three options for tweaking.
a. (Fuel)More Jet-fuel.
b. (Speed)Faster jet-power,
c. (Armor)Less speed and fuel than either of the above, but comes with a small armor boost.
Heavy Armor ideas,
a. (Armor)Highest Raw Armor Value
b. (Ionization)Stronger against the light alien attacks, but weaker to the heavy alien attacks. So a skulk bite might have reduced damage by 30%, but an onos hit might do 30% more.
c. (Plasteel)Lower raw armor value, but speed is not as impaired.
LMG (two fields)
**Field 1 (ammo type)
a. (Flechette/Jacketed Hollow Point)More damage to aliens without 'carapace' upgrade, or the more fleshy aliens like the skulk and gorge. Less damage to armor type aliens like lurker or onos.
b. (Toxic)Weaker bullets overall, but applies a small damage over time effect that stacks for each hit. Regeneration upgrade should negate these effects.
c. (Armor Piercing/Full Metal Jacket)More damage to the armory type aliens, basically the opposite of flechette)
d. Normal - no special bonus or negatives.
**Field 2 (weapon upgrade)
a. ROF - Increase rate of fire of the LMG slightly
b. Ammo - Larger Weapon Clips.
c. Scope - Adds a small 2x Scope to the LMG, and decreases the clip size by half.
I'm sure the ideas could flow out from here, but having these kind of upgrades creates the ability to have special squads where each marine performs a role that can be derived from his weapon options, or the weapon options provide greater strengths and weaknesses for the marine.
In addition, having a way to 'recycle' the weapon, back into the armory would be a good idea, in case of mistakes, or new orders. =)