Contemporary and Scifi Firearms
Posted: Mon Mar 23, 2015 10:40 am
Hi,
I'm currently working on some stuff, but I'm not going to post that into this thread until I'm ready to release several implemented assets at once.
In the meantime I wanted to talk about how LOG2 handled firearms, and why I think for Contemporary, Scifi, and historical scenarios the way that vanilla implemented firearms is totally spot on and perfect. Specifically the revolver. The Revolver is a godsend and a huge helping hand from AH.
See, modern firearms (or any rapid fire missile weapon) cause problems with any DM-like games because of your ability to continuously strafe while firing.
AH solves this with delays, and using special attack to reload.
Now, for single shot weapons with an internal magazine (or clip, lol) that are loaded by feeding individual shells into the weapon, this is perfect and ready to go as is. Such as for break actions, lever actions, pump actions, revolvers and the like. This is perfect.
For single shot, single load weapons, like single barrel break actions the way flintlocks are implemented is perfect. Just a delay and have amunition in the offhand. Of course I would prefer to do the charging by special attack load too, but that is just me because it would make more sense to just have many flintlock weapons in inventory and swap them out of my hands in the head of combat.
In fact, an 1800s era campaign would be totaly doable right now in LOG2 with only cosmetic changes, without having to touch the skill mechanics or anything. Just add assets.
Now this would be fine if that was all you wanted to do, but for (1) detachable box magazines (or clips, lol) and (2) select fire automatics the existing design needs tweaking to get it just right.
The repeater musket comes close, but is not good enough on two fronts:
First, it loads from amunition in the offhand. If this is fine by you, then that works perfectly. If you are an OCD lunatic perfectionist like me, it needs tweaking.
Second, it doesn't take into account that ammunition is loaded into detachable box magazines that are then loaded into the weapon. And it is those magazines that need to be releaded with bullets, not the weapon.
So, what follows is my comprehensive framwork for how all modern weapons should be implemented:
1) Muskets - Fire with regular attack, reload single shot with secondary attack, when empty regular attack is a melee attack (buttstock or bayonette)
2) Single and Double barrelled shotguns and the like - same as 1, except when reloading is finished spent shells should be generated on the floor (or not, depending on whether you implement an ammunition reloading mechanic) (used in 4 and on below)
3) Revolvers, lever guns and pump actions - same as 2
4) Detachable box magazine semiauto only weapons (semiato pistols and rifles) - fire with regular attack, reload a magazine with a full magazine with special attack, when empty regular attack is a melee attack. The empty magazine drops on the floor when the special attack is complete. To reload the empty magazine hold it in one hand and bullents in the other and use the empty magazine's special attack to transform it into a full magazine.
5) Detachable box magazine select fire weapons - same as 4, except that when NOT empty, special attack fires multiple shots in a burst like the repeater.
6) Flamethrowers, energy weapons that charge from a backpack and the like - the same as how either the flintlock or repeater currently work.
For bonus points, every time a semiauto weapon fires, one spent shell is generated at the party's feet, and more than 1 when burst or auto fire is used.
Thank you for reading. Here is an image. UVmapping and texturing sucks and I hate it, doing that now.
edit: I will trade an arm and a leg for 3Dcoat, PM me
I'm currently working on some stuff, but I'm not going to post that into this thread until I'm ready to release several implemented assets at once.
In the meantime I wanted to talk about how LOG2 handled firearms, and why I think for Contemporary, Scifi, and historical scenarios the way that vanilla implemented firearms is totally spot on and perfect. Specifically the revolver. The Revolver is a godsend and a huge helping hand from AH.
See, modern firearms (or any rapid fire missile weapon) cause problems with any DM-like games because of your ability to continuously strafe while firing.
AH solves this with delays, and using special attack to reload.
Now, for single shot weapons with an internal magazine (or clip, lol) that are loaded by feeding individual shells into the weapon, this is perfect and ready to go as is. Such as for break actions, lever actions, pump actions, revolvers and the like. This is perfect.
For single shot, single load weapons, like single barrel break actions the way flintlocks are implemented is perfect. Just a delay and have amunition in the offhand. Of course I would prefer to do the charging by special attack load too, but that is just me because it would make more sense to just have many flintlock weapons in inventory and swap them out of my hands in the head of combat.
In fact, an 1800s era campaign would be totaly doable right now in LOG2 with only cosmetic changes, without having to touch the skill mechanics or anything. Just add assets.
Now this would be fine if that was all you wanted to do, but for (1) detachable box magazines (or clips, lol) and (2) select fire automatics the existing design needs tweaking to get it just right.
The repeater musket comes close, but is not good enough on two fronts:
First, it loads from amunition in the offhand. If this is fine by you, then that works perfectly. If you are an OCD lunatic perfectionist like me, it needs tweaking.
Second, it doesn't take into account that ammunition is loaded into detachable box magazines that are then loaded into the weapon. And it is those magazines that need to be releaded with bullets, not the weapon.
So, what follows is my comprehensive framwork for how all modern weapons should be implemented:
1) Muskets - Fire with regular attack, reload single shot with secondary attack, when empty regular attack is a melee attack (buttstock or bayonette)
2) Single and Double barrelled shotguns and the like - same as 1, except when reloading is finished spent shells should be generated on the floor (or not, depending on whether you implement an ammunition reloading mechanic) (used in 4 and on below)
3) Revolvers, lever guns and pump actions - same as 2
4) Detachable box magazine semiauto only weapons (semiato pistols and rifles) - fire with regular attack, reload a magazine with a full magazine with special attack, when empty regular attack is a melee attack. The empty magazine drops on the floor when the special attack is complete. To reload the empty magazine hold it in one hand and bullents in the other and use the empty magazine's special attack to transform it into a full magazine.
5) Detachable box magazine select fire weapons - same as 4, except that when NOT empty, special attack fires multiple shots in a burst like the repeater.
6) Flamethrowers, energy weapons that charge from a backpack and the like - the same as how either the flintlock or repeater currently work.
For bonus points, every time a semiauto weapon fires, one spent shell is generated at the party's feet, and more than 1 when burst or auto fire is used.
Thank you for reading. Here is an image. UVmapping and texturing sucks and I hate it, doing that now.
edit: I will trade an arm and a leg for 3Dcoat, PM me
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