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Infantry Weapons


Halo381

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I think weapon customization should be in the game similar to what we get in fallout 4 where you use various weapon parts and put them together creating all sorts of crazy designs that could either be very practical or as worthless as a pile of ash.

 

As well as the ability to add some metal plating onto the weapons so you could customize the look so factions could still have weapons that functionally are the same but would still look different in the case of them reverse engineering the weapons of their foe who is more advance

 

Also allowing players to say import a texture for the weapon would be interesting like how ArcheAge allows you to import images and have them show up on you ships sails.

 

I am well aware that combat is not your main priority but implementing something like this would defiantly please players and technically speaking you don't even need to implement it in the beginning it could be implemented when ever your done with the basics of combat and start to develop combat into something more interesting after everything else meets your standards.

 

I look forward to your response.

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I think weapon customization should be in the game similar to what we get in fallout 4 where you use various weapon parts and put them together creating all sorts of crazy designs that could either be very practical or as worthless as a pile of ash.

 

As well as the ability to add some metal plating onto the weapons so you could customize the look so factions could still have weapons that functionally are the same but would still look different in the case of them reverse engineering the weapons of their foe who is more advance

 

Also allowing players to say import a texture for the weapon would be interesting like how ArcheAge allows you to import images and have them show up on you ships sails.

 

I am well aware that combat is not your main priority but implementing something like this would defiantly please players and technically speaking you don't even need to implement it in the beginning it could be implemented when ever your done with the basics of combat and start to develop combat into something more interesting after everything else meets your standards.

 

I look forward to your response.

The game is not a First Person Shooter, so I can't expect to see scopes and 100 variations of what a holographic sight reticle would be. But the idea of camouflage is in the devs heads in the way of skins or chroma packs. Pink armor + Hello Kitty stickers = Manly Man.

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Its anyones guess how the infantry combat will be implemented but they already said that a fps as we know it just isnt possible, the way the game handles positions and showing other players makes it impossible, the further out you get from your position the more what you see "lag in time" so manually aiming would lead to alot of misses

 

essentially what you see is not there anymore but somewhere further ahead and you see a afterimage of that, that way of handling positions is what makes a game this size possible but puts some limitations on stuff, like the physics not being space engineers with ramming ships and debris flying everywhere but more of a eve *Boop*

 

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Its anyones guess how the infantry combat will be implemented but they already said that a fps as we know it just isnt possible, the way the game handles positions and showing other players makes it impossible, the further out you get from your position the more what you see "lag in time" so manually aiming would lead to alot of misses

 

essentially what you see is not there anymore but somewhere further ahead and you see a afterimage of that, that way of handling positions is what makes a game this size possible but puts some limitations on stuff, like the physics not being space engineers with ramming ships and debris flying everywhere but more of a eve *Boop*

 

 

While a "HALO360NOSCOPE" is not going to be its gameplay asepct, it still will require you to take cover and coordinated assault. The game is first person, target and lock-on. See about TERA online's lock on to get an idea when it comes to ranged combat, you'll get what I mean. The game has no "click and target". It would defuse the point of it being a first person with 6DoF.

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I am aware

I am also aware that someone is gonna board your ships and you're gonna wish you had something to shoot at them with.

ship boarding action,multiple character weapons,maybe a combat blade..man it would be nice

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While a "HALO360NOSCOPE" is not going to be its gameplay asepct, it still will require you to take cover and coordinated assault. The game is first person, target and lock-on. See about TERA online's lock on to get an idea when it comes to ranged combat, you'll get what I mean. The game has no "click and target". It would defuse the point of it being a first person with 6DoF.

Captain Twerk, i see you mention Tera so many times when in regards to infantry based combat. even after doing research on Tera's combat system i still fail to understand by what you mean by it, . If you could, could you just for example tell me (us) a detailed play by play of how you envision DU infantry combat to work? I ask this because from what i can tell Tera online combat system looks like a "limited" 3rd person shooter to me. I fear that this will still be very problematic lag-wise for a game scale like DU.

 

Now for the main topic reply: on the topic of individual weapons we could just have a modular weapon system similar to that of Fallout 4 or Black Light Retribution. where the whole roster of core modular parts can be stored on the client side to save processing power. Now i wouldn't want there to be hundreds of different model variants but lets say some kind of choice to choose base colors to make it feel like its yours could be implemented.

       And perhaps another aspect of customization could be the alteration of caliber/wattage size to give that extra layer. It doesnt have to be shown visually but only via looking at the weapons stats.

 

(I am waiting to be shut down from being told that this isnt an fps. i know that mate)

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Captain Twerk, i see you mention Tera so many times when in regards to infantry based combat. even after doing research on Tera's combat system i still fail to understand by what you mean by it, . If you could, could you just for example tell me (us) a detailed play by play of how you envision DU infantry combat to work? I ask this because from what i can tell Tera online combat system looks like a "limited" 3rd person shooter to me. I fear that this will still be very problematic lag-wise for a game scale like DU.

 

Now for the main topic reply: on the topic of individual weapons we could just have a modular weapon system similar to that of Fallout 4 or Black Light Retribution. where the whole roster of core modular parts can be stored on the client side to save processing power. Now i wouldn't want there to be hundreds of different model variants but lets say some kind of choice to choose base colors to make it feel like its yours could be implemented.

       And perhaps another aspect of customization could be the alteration of caliber/wattage size to give that extra layer. It doesnt have to be shown visually but only via looking at the weapons stats.

 

(I am waiting to be shut down from being told that this isnt an fps. i know that mate)

Sure. Let's say you target someone on your cross-hairs, then you press your trigger to fire X , Y, Z weaponry. There's a short charge-up timer to that, with a relative effect per weapon category with different damage models. For example.

 

 

A weapon of 10 rounds per second, will be able to deliver 10 rounds per second as you maintain your lock on your target at your end of the screen. That weapon is balanced, given that high RPM, means usually either small calbier rounds, or lower power input for an energy weapon. Metal Storm Weaponry is limited to ammunition fired, so the gameplay balance exist per category.

 

If the target goes behind cover, you lose line of sight, hence, the lock-on breaks. That can be also instilled in the gameplay of ground combat, with "tactical skills" from the  skills trees, Barrel Roll, being a crude example to that, which instantly breaks lock-ons, give you mobility and makes you look like a spiffy commando in the process, something a SPECIALISED for ground combat soldier would want to look like.

 

But lock-on also applies a Cone of Fire gameplay. The closer you are, the more consistent the damage will be. At 1000 meters, good luck hitting anything, or even being able to tag anytthing. In such case, Enter the Sniper.

 

 

A sniper rifle would act the same way. its scope allows you to pick up a target from a distance that normal weaponry would not allow. Skills could be present for the sniper gameplay, with a "Three Breaths Rule" skill, giving your next three shots a 100% chance of hitting and being a critical on top of that. The sniper, has a very long "charge up" time to confirm his "lock-on" on the target, so to emulate the calculations of windage, doping the scope and drawing the bullet drop towards the target. A sniper, would NOT, by any means, be effective in close-quarters, and a rapid-fire, commando, would NOT be effective at range. Each to one's own devieces and one's gameplay aspects. Same rule applies to missile launchers.

 

 

A riot shield gameplay on top of that, would enable a player to act as a "buffer" between his team and enemy lock-ons, preventing damage behind the roiot shield, by the game calculating angle of attacks, something WoW, EVE and many other 15 year old games did since their first day.

 

 

TERA, is the exact same as the sniper when it comes to shooting with arrows. You can "draw the bowstring" and if the enemy is in your cross-hairs upon firing the arrow, the arrow will connect as if you were Tab-Targeting. In my opinion, TERA has the best archer gameplay in the genre, especially if you can place the traps correctly.

 

 

A sniper, in real life, is the exact same as a TERA Online archer. Has to maintain a control of the battlefield, make the enemy think thrice before popping out of cover and I can't see any whatsoever reason for Dual Universe to not exploit the same gameplay aspect.

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Sure. Let's say you target someone on your cross-hairs, then you press your trigger to fire X , Y, Z weaponry. There's a short charge-up timer to that, with a relative effect per weapon category with different damage models. For example.

Wow. that really clears things up for me. Thank you Captain, your pink text has enlightened me. so to recap what you have said if i were to aim at a person with an assault rifle 100 meters and just dump ammo after a short moment of aiming i would get chance indicators if i landed a hit/miss/ or critical regardless of where i aim on his body. And that if had specific skills that would help in combat like "Aim Down Sights" that would increase my chances of landing consistent hits on said target.

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Wow. that really clears things up for me. Thank you Captain, your pink text has enlightened me. so to recap what you have said if i were to aim at a person with an assault rifle 100 meters and just dump ammo after a short moment of aiming i would get chance indicators if i landed a hit/miss/ or critical regardless of where i aim on his body. And that if had specific skills that would help in combat like "Aim Down Sights" that would increase my chances of landing consistent hits on said target.

I'm getting mixed vibes of sarcasm, with condescension thrown in the mix for good measure, but your assessment is correct none the less. After all, the game is an MMORPG, and distance should be a factor of one's efective range with a weapon. If all weapons were to work the same, our Lord and Savior would not have come up with shotguns, which is my preferred way of dealing with people who invade my personal space of 10 yards. So, let a player choose a footsoldier grunt role if he chooses so. I know I will. Why? Because Dakka-du-Dakka-Dakka-Dakka is happiness to me.

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I'm getting mixed vibes of sarcasm, with condescension thrown in the mix for good measure, but your assessment is correct none the less. After all, the game is an MMORPG, and distance should be a factor of one's efective range with a weapon. If all weapons were to work the same, our Lord and Savior would not have come up with shotguns, which is my preferred way of dealing with people who invade my personal space of 10 yards. So, let a player choose a footsoldier grunt role if he chooses so. I know I will. Why? Because Dakka-du-Dakka-Dakka-Dakka is happiness to me.

I didnt mean to come of as rude, sorry about that :/ 

But yes, thank you again. Ill make sure if i see you around when the game comes out to keep my distance, haha.

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I didnt mean to come of as rude, sorry about that :/ 

But yes, thank you again. Ill make sure if i see you around when the game comes out to keep my distance, haha.

 

Don't be afraid of him. He's a big softy. He loves hugs. Really. If you ever see him, just run up to him very aggressively and give him a big hug.

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I didnt mean to come of as rude, sorry about that :/ 

But yes, thank you again. Ill make sure if i see you around when the game comes out to keep my distance, haha.

To be fair, I get mixed vibes from everything. It's a backlash from being paranoid. O_O

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read this whole thing, why  not sure, same ideas every time every game, swords in a time of nukes..ok, if that's how you roll...lasers that overheat, of course in today's technology, but this is how far into the future? So their weapons probably wont even look like ours at all, but people forget that little thing...Time...so the debs might surprise the hell out of us all if they are serious about their future.

 

Things not mentioned: Biological weapons, grenades that kill by infection, only living humans nothing else.

                                     Pyrotechnics weapons...fire cures all ills especially at close range

                                     Computer viruses, kill by shutting down power to oh, I don't know....life support? Makes boarding clean and easy after a couple hours when their suits air run out

                                     Hacking ships controls, watch them bail after it starts into an atmosphere

                                     Drive herds of animals crazy with sound waves and drive them into a colonists town to feed...lol

 

 

Just a few ideas off the top of my head.

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read this whole thing, why  not sure, same ideas every time every game, swords in a time of nukes..ok, if that's how you roll...lasers that overheat, of course in today's technology, but this is how far into the future? So their weapons probably wont even look like ours at all, but people forget that little thing...Time...so the debs might surprise the hell out of us all if they are serious about their future.

 

Things not mentioned: Biological weapons, grenades that kill by infection, only living humans nothing else.

                                     Pyrotechnics weapons...fire cures all ills especially at close range

                                     Computer viruses, kill by shutting down power to oh, I don't know....life support? Makes boarding clean and easy after a couple hours when their suits air run out

                                     Hacking ships controls, watch them bail after it starts into an atmosphere

                                     Drive herds of animals crazy with sound waves and drive them into a colonists town to feed...lol

 

 

Just a few ideas off the top of my head.

 

Haaaaaave you met LUA scripts?

 

 

Also, last I've checked powered armor beats infections. So, no, no need for biological weapons. there'll be so much salt on the losing side and toxicity that the planets will be rendered uninhabitable anyway :P .

 

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read this whole thing, why  not sure, same ideas every time every game, swords in a time of nukes..ok, if that's how you roll...lasers that overheat, of course in today's technology, but this is how far into the future? So their weapons probably wont even look like ours at all, but people forget that little thing...Time...so the debs might surprise the hell out of us all if they are serious about their future.

 

Things not mentioned: Biological weapons, grenades that kill by infection, only living humans nothing else.

                                     Pyrotechnics weapons...fire cures all ills especially at close range

                                     Computer viruses, kill by shutting down power to oh, I don't know....life support? Makes boarding clean and easy after a couple hours when their suits air run out

                                     Hacking ships controls, watch them bail after it starts into an atmosphere

                                     Drive herds of animals crazy with sound waves and drive them into a colonists town to feed...lol

 

 

Just a few ideas off the top of my head.

 

Swords in a time of nukes? Why yes, I'd quite like to go around killing people with a virtually silent weapon, that requires no ammunition and can be concealed rather easily. As for lasers, no one knows how they'll work. The technology available when the game first launches would be about the same as it would be five-hundred years from now, seeing as that's when the arkship left Earth. As for your suggestions:

 

Bio-weapons were mentioned in another thread, mostly pertaining to bio-bombs

Surprisingly you're the first person who's mentioned pyrotechnics. I'd quite like a flamethrower.

Viruses would be coupled with the hacking aspect.

Driving herds of animals into cities sounds fun, though that makes me wonder if we should all set our turrets to shoot the wildlife too :P

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Swords in a time of nukes? Why yes, I'd quite like to go around killing people with a virtually silent weapon, that requires no ammunition and can be concealed rather easily. As for lasers, no one knows how they'll work. The technology available when the game first launches would be about the same as it would be five-hundred years from now, seeing as that's when the arkship left Earth. As for your suggestions:

 

Bio-weapons were mentioned in another thread, mostly pertaining to bio-bombs

Surprisingly you're the first person who's mentioned pyrotechnics. I'd quite like a flamethrower.

Viruses would be coupled with the hacking aspect.

Driving herds of animals into cities sounds fun, though that makes me wonder if we should all set our turrets to shoot the wildlife too :P

War is brutal good sir. And swords run on the blood of our enemies, no ammunition!

 

(Plus it's easy to code the melee combat :V)

 

 

And he's not the first person to mention pyrotechnics. I believe the conversation came up on the discussion about voxel-destruction on ships :P But yes, a portable C-4 brick that can damage voxels in areas you aren't allowed to build would make for great tactical advantages. Like... getting a building down. #InfoWars.

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