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more item slots :D |
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O.o hope there's an option to keep everything how it was. :X
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Cool idea i thought of awhile back:
New way to get guns. There are hidden shops through out the sewers or hidden where ever. Not like a place to buy a gun, but it's where you can make the gun. Kinda like a black smith or whatever. You just have to gather the parts. We have a parts shop in current era and it's pretty useless. This way you have to collect all the parts, and then go make the gun and you get it. Not like the Colt shop in the sewers where you have to make it, then buy it. Also i thought it'd be cool if there was a blueprint shop for some guns, and then you have to buy the blueprint and take it to a blacksmith, gather the parts, then make the gun. Idk, seems alittle bit to like.. old timed/Role-play i guess but it'd be kinda fun i guess. |
Gunsmithing skill, the higher your level the better % you have to successfully make it, and you can make new guns every few levels.
Level 100 = Mp5 with like .01% chance |
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This. Why not make it, also, so that certain things can become better with time, sort of a skill factor in a lot of what you do. A bit of an RPG element, only a hidden one. For example: as a start - AK-47 will begin with high freeze, slower fire rate, and quite a bit of spread (too much to be a good thing). Make it so that as players play with a weapon, they have a hidden mastery level so that the weapon they use can reach a point of actually being good as the player him or herself gets better using x weapon. So basically by the end of its complete mastery, the AK-47 end up with a lower freeze/recoil in this case, and a fire-rate that accurately matches the guns limits. |
Uh isn't there a store full of gun parts? or some gun parts at least like barrels n ****?
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But like Swift had said, it might be even better to have that ability used by players in like underground weapon shops throughout the sewer, each with their own specific weapon, a collection of materials needed for em, and a percentage rate of success accounted for by the amount of your "gunsmith" level and just a base rate of success given on whatever weapon that underground shop offers. ------------- But back to the original question, that store only really serves purpose for the businesses. It's used for stocking certain weapons, but other than that, it doesn't do anything for the rest of the players. |
Maybe you can get a little more graphical with the gun stats(radar chart):
http://www.monkeybreadsoftware.de/re...ltiradar_g.png |
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Using an individual bar for each stat is much easier though, and is simpler for everyone to understand. |
I Might actually come back O.o ... seems like some interesting stuff is going on.
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Interesting discussion, but not really much of anything just yet.
It's just a thought. The ability to make players gradually test the limits of a weapon as they get better with it makes it so that a player can spend more time with a gun rather than just making Era the current trading/market game it is now (barely anyone actually plays for the intended PK-ing purpose, half of Era spends its time on 'unstick me' playing on instruments and sending messages to other players about trading weapons. One thing that could be done to help equalize just playing with a weapon all day, or shooting at a blank wall, is give some small goals that must be met with the gun to reach the next level. I.e: kill 5 people using only AK-47 to reach next level of efficiency. |
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