With 50 base weapons, and 700 modifications, how many different weapons do you think you will be able to make?
With 50 base weapons, and 700 modifications, how many different weapons do you think you will be able to make?
87 Bazillion?
Oh, wait. Wrong game.
(Still, considering that Borderlands' guns are built out of parts in a similar way - base body, barrel, grip, etc - I'm just waiting to see how long it takes for someone to make a mod that replaces all the FO4 gun parts with the ones from Borderlands. )
Thats a lot, my god. I would assume with mod support coming (not sure how that will play out though) that more weapons and modifications are going to be made.
I don't think it will work like that just by multiplying weapons by mods
I am sure many mods will be locked to their weapon class. For example laser stocks will not be an option for modifying a plasma weapon. Things like sights might be more universal but I am sure the total number will be less than 35k
I would love to be wrong mind you
use 50 as a magnitude of power for 700 assuming that's 700 per weapon ,so probably way lower.
I'd simply just say - a lot.
I'm probably just going to run around using a Double-Barrel Shotgun, some type of Assault Rifle or Semi-Automatic Rifle, and a Sniper. It depends on the inventory/weight I can hold. It's a bit weird to see a Plasma Sniper Rifle though...
I would like to attach an underbarrel shotgun to my shotgun whilst dual wielding a shotgun pistol
A few things pertaining to weapons mods:
Not all mods will be useful on all weapon types, a mod like a beam splitter will not be mounted on a projectile weapon and you will not have a muzzle break on a plasma pistol.
No matter how much you want to, you probably will not be allowed to mount a solid walnut rifle stock on an assault rifle with a folding stock without removing the folding stock.
{Edit}
I am willing to bet that a 2x scope mounted on a pipe rifle will count as one mod of the 700 modifications and that same scope on an assault rifle will count as one of the 700, also.
Assuming that all weapons have same amount of possible mods: 700/50=14 per weapon.
Divided into Barrel, scope, grip, stock, muzzle break, that will be 3 into 4 categories, 2 into the final one. 162 possible variants per weapon. 162x50=8100 possible variants.
Still a lot, but not millions.
All I hope for is hunting revolver, Gauss rifle and blades of some kind (machete, longsword, chinese officer sword, katana) and axes. Low expectations that with high probability will be met!
Edit: A lot of assumptions and of course not accurate, but I think I'm fairly close
One of the things im really hyped for is getting my bog standard assault rifle and pistol and tinkering with them constantly to get them punching above their weight and fufilling a whole bunch of different roles while still having the same basic gun that I picked up on the first day ingame.
I wonder how moddable this stuff will be. if there will be a weapon mod pack out there that I can use to add even more parts to my rifle and pistol, which may result in infinite combinations once the good old modding community gets involved.
I'm really looking forward to making my custom laser sniper rifle and I really, really hope the chinese stealth armor is in (screw power armor ).
The English language is not exactly known for its precision. 700 modifications can just as easily mean you can create 700 different weapons from the base 50.
Stocks should be pretty universal, main restrain would be size of gun so small submashine guns of any type like 10mm or normal lasers could share them but not something anti-materiel rifle who might share with the gaus gun. Front as in longer barrels or optic would be far more restrictive.
As for fatman I hope we can make it work more like the rocket launcher, it works far better to hit groups of enemies on large distance as an opening shot.
A weapon mod who let you combine 6 guns with an minigun to change the ammunition and damage, so you take an minigun and 6 anti materiel rifles or heavy hitting hunting rifles as an fallback.
Now add two weapon mod who increase rate of fire and reduce spread.
Let's say guns give you 5 areas of customization and melee weapons give you 3; evenly that's 4 areas per weapon (a number I'm pulling out of thin air for simplicity's sake).
Numbers:
average of 3 choices ^ 4 areas * 50 weapons = 4,050
average of 4 choices ^ 4 areas * 50 weapons = 12,800
average of 5 choices ^ 4 areas * 50 weapons = 31,250
average of 6 choices ^ 4 areas * 50 weapons = 64,800
average of 7 choices ^ 4 areas * 50 weapons = 120,050
Note, that 6 and 7 choices on average are not possible since that would exceed 700 total mods. However, an average of 5 choice per modable element is possible (clocks in 625 total mods so a figure higher than 31,250 is possible).
However this would be 12 modifications to each weapon in average, it does not match that we saw in the video, more so as adding an scope is one mod, you have 3 types this is 4 total, having a light folding stock and an sturdy one is 2, normal and larger magazine is 2. we are no at 16 for one weapon, bayonets is one option and you can easy have multiple types who can work on most guns.
This is accessory now lets modify the gun itself.
How much base weapons did Fallout 3 and New Vegas have?
I think Fallout 3 had somewhere near 60, and New Vegas... Probably twice as many!