Quote:
Originally Posted by maximus_asinus
If you ever get a functional tileset, let me know, I'll tile for you.
I was thinking the other day, why don't you make weapons with upgrades in the form of perks (sort of like CoD or Fallout). A laser sight on your rifle improves accuracy, boaring on the rifle barrel could mean you would use a higher caliber bullet, which would mean more stopping power. I'm no gun tech so I can't really expand on the idea, but you are talking to Terazel, so he should be able to give you more ideas.
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Wish I could have given you the rundown before, but yeah, a big part of the brainstorming was to make weapons personal and customizable. There's kind of an idea already worked out on how upgrades will work and the level of upgrades (ie: accessories and gunsmithing) for each weapon "class." I'll hash it out with Tyhm & Company when it comes time for basically the skinning of the weapons or balance time to certain types/models of weapons.
The Devs have ultimate say on all of it, but the idea was, for example, a pistol has a set amount of modular upgrades such as extended magazine (+ammo), reflex optical sight (+aim, +accuracy), and laser/flashlight combo (+accuracy, maybe +speed). Say you turn your pistol into a secondary weapon, taking a rifle as your primary, you can take some of those modular items (ie: swappable) and add those to your new rifle (optic, lasersight) for boosted stats.
As for stuff like barrel modification and maybe firing/trigger mechanism upgrades, that'd be like reward-based bonuses perhaps or big cash one-weapon upgrades for either permanent boosted stats or opening up extra upgrade slots.
All tenative based on technical expertise and limitation, of course, but the idea is you can have your weapon that's not like the others.