General > Discussion
Weapons Categories
nemchenk:
I guess that depends on what we take as "base" real-world knowledge then :) Some people may not realise that firing a Pistol and throwing a Knife do not require the same set of actions, I guess.
By the way, I should have congratulated the dev team on an excellent game before wading in :) I've just stumbled on it in the last few days, and already my productivity at work is suffering! Good job!! ;D
Now I need to look up how to help work on the game....
nemchenk
SpaceWombat:
--- Quote from: nemchenk on February 08, 2008, 12:22:47 pm ---
* 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?
--- End quote ---
Well how do you make a clear cut distinction between MP and submachinegun? I see borders are fluent here.
What I think is important for "realism" is not so much whether we put the gun x exactly into assault rifles while it could also fit into a category smg. Most guns in the "middle class" are handled equally by the soldier while the distinction is a technical one (max./effective range often defines the role).
Throwing of a grenade could also fit into your indirect fire category while throwing a knife seems different.
To make things less complicate I suggest a compromise - one additional pistol class. The rest should be done by reallocation of weapons to the appropriate category (throwing things could be calculated by accuracy and strength only?).
A flamethrower is technically extremely different from a projectile rifle (range, type of damage, chance to hit...) but in combat it is handled quite similar. Therefore I could live without a heavy category at all but I guess that would be a balancing problem (too many guns in the same category).
Conclusion: Pistol class is neede in my view while the rest can be improved inside the given system.
nemchenk:
Hi SpaceWombat,
I had thought along the same lines -- while drafting my post, I added the "Heavy" category precisely because outherwise too many weapons would end up as "Long arms" Heh. Game balance vs realism strikes!
Indirect fire vs thrown grenades is another one where I was of two minds. I guess although the theory would be the same, the actual skill of throwing a Grenade is quite different from aiming and firing a Grenade Launcher (think muscle-memory.)
What do you think?
MP vs SMG -- while they might fire the same round, by putting them in different skills I was trying to say that an MP is fired like a pistol (stance, one-handed, etc) while an SMG is fired like a cut-down Assault Rifle. You have more experience on this than me -- what do you think?
Looking at your post of Jan 15, which I believe is your latest skills proposal, I wanted to ask:
What is in the Pistol category? Semi-auto one-handed firearms, it seems? MPs and SMGs are in the Close Quarters skill?
Should the Sniper Rifle be in the same skill as the Assault Rifle, as you first advocated?
Thanks,
nemchenk
nemchenk:
Oh, and I definitely second taking Strength into the equation when working out melee attacks and thrown weapons. It just seems like such a completely different action to me than firing a weapon (gross vs fine motor skills.) Maybe something like STR+X when working out damage for Knives and other hand-to-hand attacks, where X depends on the deadliness of the weapon?
nemchenk
eleazar:
--- Quote from: nemchenk on February 08, 2008, 10:23:13 pm ---Oh, and I definitely second taking Strength into the equation when working out melee attacks and thrown weapons.
--- End quote ---
Hmm, max range for thrown grenades would very reasonably increase with Strength.
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