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Post by mase on Feb 6, 2020 9:46:26 GMT
To reduce the bigger is better effect of weapons, I decided to add an additional penalty to the existing ones.
Currently the main factors that make powerful weapons not necessarily the best choice are: - Ammo price - Accuracy / Handling - Reload time
What I intend to add: - Reduced character mobility -> The heavier the weapon, the slower your character will turn / move.
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Post by three3pryme on Feb 6, 2020 18:57:06 GMT
Maybe for larger weapons such as machine guns which have a higher ammo capacity before reloading, have it so it takes longer to shoot when trying to shoot. Meaning when you move the right joystick to shoot there is a small delay between moving the joystick and actually firing. Not much but it could add some risk for using huge guns. However it could potentially cause frustration depending on the delay duration.
Edit:
Also since there will be smaller weapons in the game such as pistols, how will they be balanced so they can be viable in mid-late game? Modern games nowadays just use them as sidearms, but since HS seems to not have something like that, how can pistols and handguns stay relevant later on? I personally cant think of anything.
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Post by mase on Feb 6, 2020 19:23:43 GMT
Yeah I'm worried it might be misinterpreted as either a glitch, or the player might think they are not touching the trigger and even might try over and over making things even worse.
Perhaps there should be a gun with a bigger caliber, something like the Desert Eagle .50 with lots of damage, much more than an Assault rifle and with the added benefit of high mobility.
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Post by mase on Feb 6, 2020 19:49:20 GMT
Also here are a few ideas for the remaining weapons:
Rocket Launcher (only works with vehicles) - 6 shots Grenade Launcher (uses scope for aiming, just like sniper rifle) - 8 shots (small), 16 shots (large) Cluster Launcher (like Grenade Launcher but with very large area of effect, uses scope for aiming) - 4 shots
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Post by three3pryme on Feb 6, 2020 19:50:25 GMT
I was thinking if we were to mitigate that potential issue if we were to add gun delay, maybe add some sort of sound cue (like an ascending 'charge up' or other sound) to give indication of the delay, or state it in a weapon description. But if those end up not working then it might not be worth the effort to add a delay in then.
A desert eagle could work, but I'm still just a bit worried about other kinds of handguns that will become irrelevant later on. I was thinking maybe handguns could have exclusive ammo types such as armor piercing which can do more damage to cars for example, or incendiary rounds which do damage over time, but that would probably require having a new ammo system and/or not solve the problem and not be worth the hassle anyway. Different caliber weapons are a good start however.
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Post by three3pryme on Feb 6, 2020 19:53:23 GMT
Also here are a few ideas for the remaining weapons: Rocket Launcher (only works with vehicles) - 6 shots Grenade Launcher (uses scope for aiming, just like sniper rifle) - 8 shots (small), 16 shots (large) Cluster Launcher (like Grenade Launcher but with very large area of effect, uses scope for aiming) - 4 shots Nice! What does (only work with vehicles) mean for the rocket launcher? As for the grenade launcher, will the projectile traveln in an arc similar to how a real one would? Also will explosive weapons be able to inflict damage on friendlies if they are caught in the blast zone?
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Post by mase on Feb 6, 2020 20:01:36 GMT
That would work, but it'd require implementing a new weapon feature. This idea should definitely be placed on that "hypothetical list" of potential future features. Hm, maybe they'd still have a purpose as "a last resort" when you have no ammo left. Maybe that's it, infinite ammo for the standard pistol? Adding a customizable ammo system would unfortunately cause a lot of issues with the current implementation, since a weapon is linked to a specific type of ammo. Customizing ammo would require a lot of modifications in the game interfaces (shopping dialogs, selection dialogs etc, as well as back-end modifications to how weapon objects are stored in save games). Again, great suggestion, but for not it's something for that list.
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Post by mase on Feb 6, 2020 20:06:01 GMT
Perhaps I should have said "on" rather than "with". I mean they will not be usable against on-foot enemies.
Hm, I had something similar to the Space Borders missile launcher in mind. EDIT: Oops. yes, for a moment I confused it with the Rocket Launcher haha!
That's a very good question. Should they?
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Post by three3pryme on Feb 10, 2020 8:46:59 GMT
Perhaps I should have said "on" rather than "with". I mean they will not be usable against on-foot enemies. Hm, I had something similar to the Space Borders missile launcher in mind. EDIT: Oops. yes, for a moment I confused it with the Rocket Launcher haha! That's a very good question. Should they? 1. Thanks for clarifying! Being able to just shoot it at foot NPCs could make things too easy. 2. Having the projectile lob will definately add some challenge and realism. 3. On one hand it would force the player to be more careful with their weapons and aim if friendlies were to take damage and die from explosives, but at the same time they could potentially become too much of a liability or annoyance if you keep unintentionally killing friendly NPCs Over and over again, especially if you have to purchase them. I personally am for it but as long as it doesnt invalidate the use of explosives altogether. So far I'm very intrigued by the weapon changes. I'd also like to hear other opinions about the weapon changes because they do sound excellent to me!
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