General > Discussion

Weapons Categories

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sirg:
I'm in favour of more weapons and features, like weapon mods and prototype weapons (ie one per game).

One of the weapons I like best so far is the grenade launcher, because you can have so many options with it.

Surrealistik:
Yeah, the current weapon subdivisions make no sense. On the otherhand however, you need to keep simplicity in mind.

Moving pistols into a seperate category is a good idea. Shotguns (the only one availible in singleplayer is automatic anyways), SMGs, and their alien equivalents should fall under assault weapons.

btfx:
To be honest I liked the old UFO system better, no specializations, you have your strength, your accuracy, reaction speed and some other factors. Strong guys get GLs, accurate guys get snifles, the overlap gets rocket launchers (can't have those miss can we?)

nemchenk:
Like SpaceWombat, I too find the current skills rather arbitary. I would second a skills tree of something like:


* Melee (including Punch and Kick if possible!)
* Thrown (Grenades, Knives, etc)
* Small arms (Pistols, including MP)
* Long arms (Rifles, SMGs)
* Heavy (Large weapons fired "from the hip" or from a prone/braced position)
* Indirect fire (Grenade Launcher in airburst mode)
I suppose the first two could be combined if we don't want too many skills. Also, I'm not entirely sure whether things like Flamers and Assault Shotguns should be Long Arms or Heavy... SpaceWombat, RFC?

Part of game balance is making sure there are no uber-weapons, and Skills help prevent that. Also, a system that follows the real world more closely is more intuitive for players, so although there may be more skills, it would be easier to understand how all the weapons fit together with each other.


nemchenk

BTAxis:
I dare contest the intuition argument. War gear and weaponry isn't "intuitive". In that respect, any skill set is as intuitive as any other. Though of course, if a skill set simply doesn't cover some weapon types, that makes it make less sense.

Me, I wouldn't mind changing the skill set. They aren't tied very closely into the game, so if one is methodical to changing every use of them everywhere (in the code and script files) it should not be a problem. I just don't see much of a need, as the current set works fine for me.

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