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Latest real-world weaponry

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hotdog:
Trust me on this one as I say this as a dev for a game mod that uses multiple specific weapons. It's better to use generics. I was actually talking about models/science behind the weapons. It would add a unique feel to the game if they used their own modified real world weapons like the magnum with slugs as stated above. They could still call it a pistol/handgun but the model and science behind it would add a unique feel to the game. Rather then the Rainbow Six series that I only played like 2 games out of because I was bored of seeing the SAME weapons I saw in EVERY other game.

A beretta works fine but it really doesn't do anything for the game to use it as a model for the handgun. What would be cool though is to make their own variation of said model (or another) and call it a pistol and then possibly put some science behind it so it adds that unique feel. Science is not required or even history but just having a model that is unique would really do loads more for the game than using what every other game already uses. For instance that rocket launcher is so damn generic it makes me want to punch my monitor. Why not use a cooler type of launcher? The sci-fi dimensions of the game would allow you to get away with it.

Plus you would be able to call them your own. Not many games have a rifle that shoots a rocket but looks like a 1918 model right? ;)

But that leads me down another tangent. The one about being able to MAKE your own weapons. It would be awesome to see a game editor utility for the final release that would allow people to make their own maps, weapons, and other equipment easier than it is to do now. Think in terms of NWN. I would gladly pound out models for that if it ever happens.

Back on topic what I would really like to see is humans rather than scraping together alien weapons improve on their own. Like the development of the plasma grenades for the GL. More of that would be pretty cool beans. Like railgun ammo for the shotgun or even take the assault rifle and add that plasma blade on the end bayonet style. Thus giving you two options when up close. 8 shots or use the plasma blade.

Sophisanmus:
I don't much care for the idea of jury-rigging alien weapons to existing ones, but I am a fan of opening up new ammunition types for existing weapons using alien weaponry.  The Kerrblade tree could perhaps lead to a new set of monomolecular fragmentation grenades, then shotgun shells, and finally Monomolecular Sniper/COIL rounds. 

From reading the plotline post(s), it seems that the aliens, while significantly advanced technologically than humans, seem not to have considerable experience with battlefield tactics against a capable opponent, and the imagination behind our more specialized, and brutal, weapons.  Though PHALANX is starting well behind the curve, it seems that there is plenty of opportunity for them to redesign and overcome the shortcomings of the alien weaponry.  Of course, I could see the aliens producing similarly versatile weapons in some cases after seeing what the humans have accomplished, or after capturing some from a botched mission, but this could lead to an interesting arms race and escalation of conflict in the mid- to late-game, an element past X-COM games have lacked to some extent (later in the game the aliens would pull out some nastier toys, but not obviously developed to compete/counter human weapons and tactics).

TrashMan:

--- Quote from: hotdog on August 23, 2008, 12:44:58 am ---I concur.

If the AK-47 were the best gun period then no other gun would have been made/upgraded. Why bother if they already had the "best"?

Now it is, as Mayhem stated, the best in certian situations/circumstances. But I want a magnum 44 as the handgun rather than the one we get in game :D

I know I might be going off topic a little here but I think using real guns as a basis for guns in the games future is definetlely an option that should be looked at.

A magnum .44? No. A magnum .44 that has a 12 round clip of slugs and a scope (IR Gogs cure this) for night time. Yes.

--- End quote ---

Maybe a AK derivate weapon for the normal army soldiers? Sometimes it is good to have things there for flavor, even if there are no great differences in performance.

Hm...I envision a futuristic version of Automag V  :o

Winter:

--- Quote from: Sophisanmus on September 01, 2008, 03:33:18 am ---From reading the plotline post(s), it seems that the aliens, while significantly advanced technologically than humans, seem not to have considerable experience with battlefield tactics against a capable opponent, and the imagination behind our more specialized, and brutal, weapons.  Though PHALANX is starting well behind the curve, it seems that there is plenty of opportunity for them to redesign and overcome the shortcomings of the alien weaponry.  Of course, I could see the aliens producing similarly versatile weapons in some cases after seeing what the humans have accomplished, or after capturing some from a botched mission, but this could lead to an interesting arms race and escalation of conflict in the mid- to late-game, an element past X-COM games have lacked to some extent (later in the game the aliens would pull out some nastier toys, but not obviously developed to compete/counter human weapons and tactics).

--- End quote ---

This is exactly the feel I'm going for. And you're right, the aliens will be displaying more battlefield creativity when we get some more textured weapon models in. I still need to do writeups for the needler and coilgun, I've just been swamped lately.

Aaaanyway. I've wanted to model a believable development/counter-development spiral ever since I saw it done really really well in an old strategy game called Spellcross. In SC you start out fighting with modern human weapons against wizards, ballistas and orcs with axes. You research scientific stuff like railguns and powered armour as well as recovered magical materials, and as your units get more powerful you start seeing new enemies like cannon towers and anti-tank orcs with fantasy bazookas. You really get a feeling that the enemy are learning from you as well as you from them, and it's been one of the most thrilling strategy experiences I've ever played.

Regards,
Ryan

TrashMan:
I wrote a temporary description of the Coilgun on the Wiki, but it was deleted. That's rather uncalled for.

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