RuneStorm
https://www.runestorm.com/forums/

weapon classes
https://www.runestorm.com/forums/viewtopic.php?f=71&t=35429
Page 1 of 1

Author:  atc [ Fri Apr 27, 2007 10:38 am ]
Post subject:  weapon classes

Hi, found BW today and seems the best weapon mutator I have found until now, but there is a little detail I miss.
It has already to change damage scale against vehicles, but setting it too low makes hard to kill vehicles with rpg, grenade, explosives, ...

May be it would be possible to have at least two classes, anti-personel and anti-vehicle for the weapons, so you can
make machineguns do nothing against tanks, but keep rpg efficient at it ?

May be this even allows to create some more weapons in the style of heavy MG against light vehicles.

PS: Sorry if this is already somewhere, but was unable to find the search option in forum, checked a few pages of titles and read some without finding something related.

Author:  Bjossi [ Fri Apr 27, 2007 11:00 am ]
Post subject:  weapon classes

This has been discussed, but not nearly enough, so thanks for bringing it up.

I totally agree, there needs to be more control over damage scaling between each type of fire; like bullets, melee, explosives, etc.

Author:  Bulska [ Fri Apr 27, 2007 12:13 pm ]
Post subject:  weapon classes

Indeed! I have had many times the problem that a bot switches to shotgun when I melee him from behind...

There should really be an option for each type of weapon damage.
I think these would fit:

Light Bullets. (SMG's)
Medium Bullets. (pistols & Assault Rifles & shotguns)
Heavy Bullets. (Machine Guns)
Energy. (skrith stuff, lighting gun)
Flame. (Flametrower and fire grenade)
Explosive. (Grenades, bombs, mines)
Melee. (knifes, blades, JW stuff)

I would guess that guns with a high refire rate (SMG) have less powerfull bullets than those with less refire rate. (pistols)

This would make several weapons very adjustable. As the M50 has Bullets and Explosive grenades, and the Fifty-9 has bullets and Melee.

You should also be able to adjust how good a weapon damage is against other hostiles. So for each weapon damage you get a list of things that can be damaged you can set the damage scale.
In that list should be vehicles, AS objectives, deco stuff (exploding barrels), all Races the character can play and all other stuff you can destroy.

The nice thing about making a race weaker and stronger against types of damage would be that you need to consider those weaknesses and strenghts when using weaponry. An example could be that Robots are weak to Explosives, but strong against bullets. And the merc's could be strong against fire, and weak against bullets.
You can make the game even more unique.
The computer should check the balance between how strong the races are, and you should be able to tell if you want more weaker races, more stronger races or just randomly filled in.

Author:  Mr.UglyPants [ Fri Apr 27, 2007 1:30 pm ]
Post subject:  weapon classes

I'm pretty sure that Assault rifles are more of a medium bullet than Light bullet.

Author:  Bulska [ Fri Apr 27, 2007 2:26 pm ]
Post subject:  weapon classes

Probably...

Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/