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Damage to all weapons.
https://www.runestorm.com/forums/viewtopic.php?f=71&t=35631
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Author:  Kaboodles [ Wed May 02, 2007 4:22 am ]
Post subject:  Damage to all weapons.

All these talks about weapon backpack damage got me thinking: Why not extend this so that any weapon can get damaged?

Imagine, if you will, a stray bullet that somehow smashes into your D49 revolver's cylinder, effectively jamming the weapon and turning it into an expensive paperweight and forcing you to switch (or alternatively, throw it at your opponent for a bit of damage). Or a shot that takes out your weapon's mounted scope, rendering it useless for long-distance shooting . Maybe watching your sword or knife shatter as it's struck by a high-velocity round. Or even getting your pistol shot out of your hand, making you vulnerable as you fumble for a new weapon.

Replacing your damaged weapon would be as simple as picking up a new one from a weapon spawn or dropped pickup.

Author:  Captain Xavious [ Wed May 02, 2007 4:36 am ]
Post subject:  Damage to all weapons.

This sounds like a bad idea for BW. I mean, the whole point of the idea to have backpack weapons being damageable would be to balance them out because they are (at least some claim to be) more powerful than the other weapons. Don't you think this idea would kind of eliminate the point of that?

I'd say the furthest they should implement this would be maybe being able to shoot the weapon out of your hand, but you'd still be able to pick it up and use it afterwards.

Destoyable weapons just would not be worth the effort involved. You'd have to make at least one new mesh for the gun showing it destroyed, but what you are actually proposing sounds like you'd need to have effects from it getting damaged on various parts. This just wouldn't be worth the effort.

Author:  Kaboodles [ Wed May 02, 2007 5:41 am ]
Post subject:  Damage to all weapons.

It won't really unbalance the backpack weapons thing, as backpacks are a helluva lot easier to hit than the gun.

And I'm not proposing multiple damage points for each gun. Only the scope thing and the broken blades would really need new meshes.

Author:  Captain Xavious [ Wed May 02, 2007 7:19 am ]
Post subject:  Damage to all weapons.

Ah, I see.

But still, this may seem kind of a cool idea, but if you have it implented I think the only thing you're gonna get is frustration.

I once tried a mutator that had your gun fly out of your hand if your gun got shot at the tip. In the end, it proved unbelievebly easy for bots to shoot such a small target and I quickly lost my entire inventory within the span of one firefight...

This was before I knew about BW though, where the guns are considerably smaller and harder to make a shot like that. I think I'll have to try that mut again before I can pass much more judgement.

Author:  DK [ Wed May 02, 2007 8:02 am ]
Post subject:  Damage to all weapons.

How to shoot-off/destroy a weapon in BW (in theory):

-Pick a machinegun

-Shoot like crazy

-End of story

Seriously, being able to shoot off weapons from a player's hand just means machineguns would have uber advantage against all the others.

Author:  Kaboodles [ Wed May 02, 2007 8:58 am ]
Post subject:  Damage to all weapons.

Shooting a gun off someone's hand would probably only work for sidearms and dual-wieldable weapons.

I would also imagine that chance would factor in here, with more powerful weapons having a higher chance of knocking off your gun.

Author:  Mr.UglyPants [ Wed May 02, 2007 2:08 pm ]
Post subject:  Damage to all weapons.

I find that this is a funny good idea. Best put for a check off option. Its a fun concept. If your gun gets hit by a few bullets (bigger guns should take more bullets to render useless) then you just run up to a guy, and prim fire which is now a meele attack or something, and whack his head in. Which brings me back to my never ending struggle of getting the devs to add a Meele attack key so that ALL weapons can meele, though having okay 3d animations to tell if the dude is blocking (with katana or skrith blades) would be nice, or just to show a strong meele or weak meele attack.

Author:  Bulska [ Wed May 02, 2007 4:00 pm ]
Post subject:  Damage to all weapons.

Yup and bigger guns are also harder to shoot off somebody.

Author:  Yokelassence [ Thu May 03, 2007 7:29 pm ]
Post subject:  Damage to all weapons.

Im not sure of this idea but I always wondered why deployed machineguns could take absolutely anything you throw at it and not even tip over.

This could at least be a possibility for deployables. After all they are considered vehicles and have hit points.

Author:  Bjossi [ Fri May 04, 2007 6:49 am ]
Post subject:  Damage to all weapons.

This idea sounds cool and all, but it would destroy the gameplay. For example, there is a good chance of your weapon breaking if a shotgun is fired even from a pretty long distance.

A nope from me.

Author:  Captain Xavious [ Fri May 04, 2007 7:50 am ]
Post subject:  Damage to all weapons.

I agree with Bjossi, but I also agree with the possibility of destroyable mounted guns, so long as it takes more than a few stray shots to kill them.

Author:  Kaboodles [ Fri May 04, 2007 9:40 am ]
Post subject:  Damage to all weapons.

We could have it only be affected by a relatively high amount of consecutive damage, kinda like Halo 2's health system. If you take enough damage within a small amount of time with your shields down, you die. However, you could basically get perforated an infinite number of bullets with your shield down as long as you don't get hit by them too much in a short space of time.

Author:  Yokelassence [ Sat May 05, 2007 6:28 pm ]
Post subject:  Damage to all weapons.

Just give em a good set of hit points. Those machine guns are not exactly made of tin foil are they now?

Author:  Captain Xavious [ Sat May 05, 2007 10:41 pm ]
Post subject:  Damage to all weapons.

I dunno, I think I like Kaboodles idea better. That way you don't need to toss a weapon that's taken heavy damage, just keep it from getting hit for a bit and you're good.

Author:  ShadowBlade [ Mon May 07, 2007 3:33 am ]
Post subject:  Damage to all weapons.

it sounds fun.. it would probably look cool to see your scope shatter, or your revolver cylinder pop.. or your sword breaking into various parts :) however, im not sure if it would be worth the effort, or the frustration it could cause... :(

Author:  Mr.UglyPants [ Mon May 07, 2007 2:18 pm ]
Post subject:  Damage to all weapons.

Yeah, after pondering on this idea, it does seem odd to have that in it.

Author:  Bjossi [ Tue May 08, 2007 5:26 am ]
Post subject:  Damage to all weapons.

Damage-able weapons is realistic, but both annoying and very hard to make, as SB pointed out. Not really an odd idea.

Author:  Mr.UglyPants [ Tue May 08, 2007 2:58 pm ]
Post subject:  Damage to all weapons.

Yeah, but it would be an odd bit of gameplay to have in it.

Author:  atc [ Tue May 15, 2007 12:35 pm ]
Post subject:  Damage to all weapons.

I would make only deployed weapons take vehicle scaled damage. A few stray bullets wouldnt to much more than move aim as said before, but a g5 rocket or grenade direct hit should do some serious damage.

Other things I would make take damage are, thrown grenades, gas bottles on the map, and may be (or not depending on various factors) unused grenade and rocket pickups.

Today during a testing game threw two grenades one near the other, with the luck of the first one to explode make the secon one fly back to me and blew me up.

For weapons on the player's hand would leave it be the player the one to take the damage, its not like damage is being ignored as when a deployed weapon takes a hit, the player is taking that damage which is good if you want to frag him.

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