Devise a Weapon

Post » Fri May 14, 2010 2:47 pm

Rules:

You must have 3 of the following

■DMG: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), for the Gatling Laser it's a single beam, and for melee weapons its a single hit. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.

■DPS: This stands for damage per second.

■AOE RADIUS: Area of effect.

■SPRD: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition.

■CRIT % MULT: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your Minigun). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit. For automatic weapons (Assault rifles, SMGs, Miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that a single V.A.T.S. attack with automatic weapons only checks for critical hit once and then applies the damage bonus for all bullets in such an attack if a critical hit occurs.

■CRIT DMG: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.

■AMMO: The type of ammunition used by the weapon.

■MAG: The magazine capacity of the firearm. Basically, how many shots you can fire before having to reload.

■WG: The weight of the weapon.

■VALUE: The value of the weapon.

■V:W: Value to Weight ratio, see: http://fallout.wikia.com/wiki/Value_to_Weight_Ratio for more detail.

■AP: The amount of Action Points used per shot/burst in V.A.T.S.

■DMG:AP: Damage per single Action point.

■HP: Health points or condition is the amount of health a weapon has. The lower the condition of the weapon, the lower the damage and the more chance the weapon
has to jam.

■ATT REQ: Attribute/s value required to wield the weapon optimally, to gain full damage, attack speed for melee weapons, or full aiming stability for ranged weapons.

Thank you to: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapons for exact information

All Ideas expressed in this forum are Ideas of the people who post them. Do not steal, copy, or take Ideas presented here, and claim them as your own.
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Steph
 
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Post » Fri May 14, 2010 5:58 pm

Wow, that's a pretty detailed list of requirements. Well I did write a few paragraphs on equipment ideas a while back so you can have those for the meantime. I guess I better think of some stats to go with them. :user:


I would really like to see some more 'Archery' based weapons in this game, it would make sense to have them in a post apocalyptic scenario where guns are (or at least should) be rare. I think you could have both bows and crossbow based weapons; bows would be more numerous, have a higher rate of fire, and have more ammo available for them (like those explosive arrowheads Rambo uses :hubbahubba:), but would require a higher strength and skill level to be accurate with them. You could have 'tibal' longbows which would be more basic and less accurate, and superior and correspondingly more expensive sporting bows. Crossbows would be far more accurate and have higher penetration as well as requiring less skill and strength to use, but would have slower rates of fire as well as being more expensive to buy and maintain. Finally, you could poison your arrowheads or crossbow bolts to make them more dangerous, plus they could be counted as 'stealth' weapons.

A more interesting weapon which I would like to see would be a http://i280.photobucket.com/albums/kk171/fattoler/sleevegun.png, this would obviously be used as a stealth weapon to be used in a restricted area or some-such at close range and does not arouse suspicion even when it isn't 'holstered'. In regular combat it would be very weak of course but to make up for it it could have a very high sneak attack critical. More http://www.littlegun.be/curios%20et%20antiquites/a%20sleeve%20pistol%20gb.htm http://www.bbc.co.uk/history/worldwars/wwtwo/soe_gallery_10.shtml.

One thing I think Fallout as a series has been lacking is the inclusion of a shield (yes I am aware shield's aren't weapons unless you are http://2.bp.blogspot.com/_iDWF4xHslTs/TTgbfXaCvYI/AAAAAAAAAWU/XxasPBOwKWM/s1600/captain_wank.jpg but I felt I'd add it here for the hell of it), that was one thing that disappointed me about the legion, after all, what's a Roman Soldier without his shield? Obviously shields would be used in tandem with one handed weapons and provide extra armour for the user, and you will be able to buy things like cheap and light wooden shields or more expensive and heavy metal shields.

Finally as a 'bonus', here is the one of the most awesome things ever, a weapon which would not only be a killing device, but also can be worn as apparel! The http://i280.photobucket.com/albums/kk171/fattoler/helmetgun.png http://www.weirduniverse.net/blog/comments/2269/! Obviously, a few improvements could be made, such as putting it in a svvanky fedora, but otherwise this could work as a regular 10mm pistol or something which gives you a 10+ survival bonus, why a survival bonus? http://i280.photobucket.com/albums/kk171/fattoler/cookingwithguns.png








And as an extra bonus, http://i280.photobucket.com/albums/kk171/fattoler/20-02-2011150551.jpg, plus an image http://i280.photobucket.com/albums/kk171/fattoler/Myhatisagun.png.

While I'm here I might as well add my idea for http://en.wikipedia.org/wiki/Sterling_submachine_gun (I don't believe the name is copyrighted but if so then call it something like "The 5.57mm Sub-Machine Gun")

■DMG: 38

■DPS: 300

■AOE RADIUS: ?

■SPRD: 3

■CRIT % MULT: x1.2

■CRIT DMG: 40

■AMMO: 5.57mm

■MAG: 32

■WG: 5.50

■VALUE: 5000

■V:W: No idea

■AP: 18

■DMG:AP: No idea

■HP: 270

■ATT REQ: S: 4, Guns: 75
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Crystal Clarke
 
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Post » Fri May 14, 2010 1:51 pm

Your V:W: would be 5000:5.5 try using the Greatest common factor to figure out the smaller version of it, as it is very late, and I am very tired.
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Jah Allen
 
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Post » Fri May 14, 2010 10:13 am

Six-Chamber Grenade Launcher. (Top tier weapon)

■DMG: 110

■DPS: 275

■AOE RADIUS: Two meters in diameter.

■SPRD: 0.3

■CRIT % MULT: x1.5

■CRIT DMG: 60

■AMMO: 40mm grenades.

■MAG: 6

■WG: 12

■VALUE: 7300

■AP: 37

■DMG:AP: Eh?

■HP: 250

■ATT REQ: Strength 7



Shock Sword (Mid-top tier weapon)

■DMG: 40 +5dmg/5sec

■DPS: 80

■AOE RADIUS: -

■SPRD: 0.0

■CRIT % MULT: x1.0

■CRIT DMG: 70 (Ash-pile upon kill.)

■AMMO: -

■MAG: -

■WG: 7
■VALUE: 4800

■AP: 30

■DMG:AP: Eh?

■HP: 400

■ATT REQ: Strength 5



Wattz 2500 Laser Rifle (Top tier weapon)

■DMG: 75

■DPS: 75

■AOE RADIUS: -

■SPRD: 0.0

■CRIT % MULT: x3.5

■CRIT DMG: 60

■AMMO: Microfusion Cell

■MAG: 18 (3:1 ratio. One shot= 3 MFC, 6 shots in total can be fired)

■WG: 10

■VALUE: 5800

■AP: 42

■DMG:AP: Eh?

■HP: 200

■ATT REQ: Strength 7
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candice keenan
 
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Post » Fri May 14, 2010 11:14 pm

The Laser Cannon (Top tier weapon)

■DMG: 155

■DPS: 45

■AOE RADIUS: 1 meter

■SPRD: same as radius

■CRIT % MULT: x0.5

■CRIT DMG: 180

■AMMO: 12 microfusion cells per shot

■MAG: 3 shots (holds 36 cells)

■WG: 22

■VALUE: 8600

■AP: 60

■DMG:AP: Like gabrial I have no idea what this means...

■HP: 290

■ATT REQ: Strength 9, Endurance 8

Mainly found on Horrigan MK2 Prototypes (If they appear in a Chicago based game), created by the Enclave.
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Charlotte X
 
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Post » Fri May 14, 2010 10:41 am

Splitting headache (Nuke helmet)

■DMG: 100,000,000

■DPS: 100,000.000

■AOE RADIUS: 50 miles

■SPRD: 50 miles

■CRIT % MULT: x1

■CRIT DMG: 100,000,000,000

■AMMO: 50 megaton nuke

■MAG: 1

■WG: 199

■VALUE: 1,000,000,000

■V:W: 502,512.563

■AP: all

■DMG:AP: 100,000,000

■HP: 500,000

■ATT REQ: 10 str 10 end 1 int
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Ells
 
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Post » Fri May 14, 2010 10:05 pm

Maybe not technically a weapon, but taking the special grenades from http://www.gamesas.com/index.php?/topic/1178187-coh-style-fallout-rts/, I think some unique effects would be fun. As these grenades only have special effects and inflict no direct HP damage, after firing, you go back to the weapon you had previously selected. The gas only has an effect on organic creatures.

http://simplyrecipes.com/recipes/south_carolina_mustard_bbq_sauce/ (mustard gas)

■DMG: No real damage, but there's other effects, it causes a yellow/gold fog on your screen in the area and the fog does hinder your vision. It causes enemies caught inside to run around, rub their eyes and cough. It also makes enemies far less accurate.

Only if being caught inside the fog, there are several damages caused by this gas.

The first is caused by the gas interacting with your eyes, this can be easily prevented by wearing the right goggles (not all PA helmets help against this). This damage causes you Perception to lower with 1 point for every 10 seconds inside the fumes. Your perception can reach negative values (allowing it to nullify any buffs/perks and the like). After 5 minutes of not getting gassed, your eyesight starts to return at the same rate. For every 20 seconds inside it causes heavy damage to your eyes, damaging one of the already removed points badly enough so they have to be cured. So long as any of these effects remain your characters on occasion rub their eyes, your screen is messed up with red dots and lines and your vision is drastically lowered, the amount of these effects depend on the damage still in effect.

Next there's the inhalation damage, this removes 1 Endurance, 1 Agility and 1 Strength point for ever 15 seconds with a badly damaged point every 30 seconds. It also causes you to cough every few seconds, making aiming that much more difficult. Furthermore it slows you down as well. Inhalation is prevented by wearing the right oxygen/gas masks.

Finally there's the skin damage, this slowly eat away at your skin based DT and DR and lowers your Charisma (a face filled with blisters isn't exactly good looking). This can be prevented by wearing the right clothes (like environmental suits, hazard suits, space suits)

It also removes/disables any perks related to any of the damages it causes.

■AOE RADIUS: 1.5-2 feet, depending on grenade size

■WG:same as the grenades it's in

■VALUE:varies

■AP:same as other grenades of the same type

Hallucinogenic grenades (made from drugs)

■DMG: No real damage, but there's other effects, it causes a pretty colored fog on your screen in the area and the fog does hinder your vision. It causes enemies caught inside to run around, being amazed by the pretty colors, they are far less accurate as they see people who aren't there.

Only if being caught inside the fog, there are several damages caused by this gas.

There's only inhalation damage, this causes you to randomly see things that aren't there, not see things that are there, see enemies as allied and vice versa (also changing their uniforms accordingly). Another effect is that there's a small chance it causes an addiction to a random hallucination causing chem, this hit is taken every 10 seconds, you can get addicted to several chems by these grenades.

EDIT

The grenades also change your controls (for PC, both keyboard and mouse controls).

■AOE RADIUS: 1.5-2 feet, depending on grenade size

■WG:same as the grenades it's in

■VALUE:varies

■AP:same as other grenades of the same type
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Darlene Delk
 
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Post » Fri May 14, 2010 3:12 pm

Gameplay-wise, couldn't hallucinogenic grenades reverse the controls of the PC (e.g. W moves you backwards, S moves you forwards), which would screw them up even worse? Kinda like in that really old and pretty rubbish game Ironstorm?
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Emmie Cate
 
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Post » Fri May 14, 2010 10:53 pm

Scrap Rifle- (All purpose weapon)

Construction: Steam Gauge Assembly (For the chamber), Paint Gun (For the trigger and some components), Scrap Metal (Components), Turpentine (Houses rifle cartridges)

Scrap Rifle Mod #1- Scope Science skill of 50 and repair of 50 required to build this

Construction: Scrap Electronics (Components), Empty Soda Bottle (scope casing), paint gun (to paint it black), Fission Batter (To power the scope)

Affect: Has the same zoom range as a Sniper Rifle scope, has switchable nightvision/standard vision.

Scrap Rifle Mod #2- Modified Casing Repair skill of 75 and gun skill of 50 required to build this.

Construction: Scrap Metal (Modifies), Paint Gun (To paint the body black), Wonderglue (To bond the parts), Turpentine (To remove any grime off the metal and give it a legitimate gun casing)


DMG:?

■DPS:?

■AOE RADIUS:?

■SPRD: 0.3

■CRIT % MULT:?

■CRIT DMG:?

■AMMO: 5.56m

■MAG: 12

■WG: 8

■VALUE: 500 base, 1,500 with Mod #1 or #2, 2,000 with both mods.

■AP: 10

■DMG:AP: Eh?

■HP: 300, 500 with Mod #2

■ATT REQ: Strength 6
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Agnieszka Bak
 
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Post » Fri May 14, 2010 7:34 pm

Scrap Rifle- (All purpose weapon)

Construction: Steam Gauge Assembly (For the chamber), Paint Gun (For the trigger and some components), Scrap Metal (Components), Turpentine (Houses rifle cartridges)

Scrap Rifle Mod #1- Scope Science skill of 50 and repair of 50 required to build this

Construction: Scrap Electronics (Components), Empty Soda Bottle (scope casing), paint gun (to paint it black), Fission Batter (To power the scope)

Affect: Has the same zoom range as a Sniper Rifle scope, has switchable nightvision/standard vision.

Scrap Rifle Mod #2- Modified Casing Repair skill of 75 and gun skill of 50 required to build this.

Construction: Scrap Metal (Modifies), Paint Gun (To paint the body black), Wonderglue (To bond the parts), Turpentine (To remove any grime off the metal and give it a legitimate gun casing)


■DAM: 18

■DPS: 18

■AOE RADIUS: -

■SPRD: 0.3

■CRIT % MULT: x2

■CRIT DMG: 27

■AMMO: 5.56m

■MAG: 12

■WG: 8

■VALUE: 500 base, 1,500 with Mod #1 or #2, 2,000 with both mods.

■AP: 10

■DMG:AP: Eh?

■HP: 300, 500 with Mod #2

■ATT REQ: Strength 6

*fixed?

(Due to AP being 10 is why the DAM is so low)
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Tammie Flint
 
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Post » Fri May 14, 2010 9:27 pm

Well, it's damage would be along the lines of...... 20 maybe 25. It's more or less an all purpose rifle. Semi-Automatic. It's not meant to be top or bottom tier, just something you go 'For a bunch of junk parts, this thing is awe inspiring.'
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Lucy
 
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Post » Fri May 14, 2010 7:41 pm

Scrap Rifle- (All purpose weapon)

Construction: Steam Gauge Assembly (For the chamber), Paint Gun (For the trigger and some components), Scrap Metal (Components), Turpentine (Houses rifle cartridges)

Scrap Rifle Mod #1- Scope Science skill of 50 and repair of 50 required to build this

Construction: Scrap Electronics (Components), Empty Soda Bottle (scope casing), paint gun (to paint it black), Fission Batter (To power the scope)

Affect: Has the same zoom range as a Sniper Rifle scope, has switchable nightvision/standard vision.

Scrap Rifle Mod #2- Modified Casing Repair skill of 75 and gun skill of 50 required to build this.

Construction: Scrap Metal (Modifies), Paint Gun (To paint the body black), Wonderglue (To bond the parts), Turpentine (To remove any grime off the metal and give it a legitimate gun casing)


DMG:?

■DPS:?

■AOE RADIUS:?

■SPRD: 0.3

■CRIT % MULT:?

■CRIT DMG:?

■AMMO: 5.56m

■MAG: 12

■WG: 8

■VALUE: 500 base, 1,500 with Mod #1 or #2, 2,000 with both mods.

■AP: 10

■DMG:AP: Eh?

■HP: 300, 500 with Mod #2

■ATT REQ: Strength 6



Railway Rifle 2.0, I like it.
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Alexander Lee
 
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Post » Fri May 14, 2010 1:39 pm

Gameplay-wise, couldn't hallucinogenic grenades reverse the controls of the PC (e.g. W moves you backwards, S moves you forwards), which would screw them up even worse? Kinda like in that really old and pretty rubbish game Ironstorm?


Great idea, edited it in as a change, as I'm not sure what works best, reverse the controls or rotate them. I think rotating them might be even more difficult, and it would be funnier if the mouse also follow, or maybe one can rotate clockwise and the other counter clockwise. Think about the possibilities, LMB to use your sight and RMB to fire. Other keys can also be altered and maybe some items can have their names swapped in your inventory. Would also be fun for when you're drunk (I never understood why you had to drink the entire bottle)
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candice keenan
 
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Post » Fri May 14, 2010 11:15 am

Yeah it is pretty amazing how your player character seems to be able to drink a whole bottle of vodka in one go (actually, having been round the bars of Colchester late at night I know that doing such a thing very plausible, not to mention a waste of perfectly good Vodka.) Going back to hallucinogenic grenades I think simply reversing the controls and perhaps doubling the speed and sensitivity of turning and aiming would be more than sufficient to inflict pain on the player (there could be a perk or a trait which allows you to negate the effect of hallucinogenics, or you could just lump it in with chem resistant to make it more useful). You could also have hallucinogenic mines.
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Amanda Leis
 
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Post » Fri May 14, 2010 11:56 am

Yeah it is pretty amazing how your player character seems to be able to drink a whole bottle of vodka in one go (actually, having been round the bars of Colchester late at night I know that doing such a thing very plausible, not to mention a waste of perfectly good Vodka.) Going back to hallucinogenic grenades I think simply reversing the controls and perhaps doubling the speed and sensitivity of turning and aiming would be more than sufficient to inflict pain on the player (there could be a perk or a trait which allows you to negate the effect of hallucinogenics, or you could just lump it in with chem resistant to make it more useful). You could also have hallucinogenic mines.


I was thinking about having all chemical effects be affected by all chemical perks and traits. I also think you should be able to craft them.

Regarding the whole bottle in 1 go, is it also possible to keep it inside you, or does it come with a free pavement pizza?
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Lou
 
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Post » Fri May 14, 2010 11:31 pm

Like to see these cool Ideas :smile:
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megan gleeson
 
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Post » Fri May 14, 2010 12:09 pm

I would like the Lobo from World War Z against feral ghouls. :flamethrower:

DAM:52

DPS:104

CRIT MULT:x3

CRIT DAM:52

WEIGHT:10

VALUE:3,000

AP:30

HP:150

STENGTH REQ.:7

BONUS LIMB DAMAGE

http://t1.gstatic.com/images?q=tbn:ANd9GcRm1T6zznem1RATZS0873u4LYGrYbIOBf6JR0QPI2J80PnGLM_q&t=1
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Mandy Muir
 
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Post » Fri May 14, 2010 6:59 pm

This is alittle diffrent but

Tranquilizer

Dam 3

DPS 3

Crit Mult 1

Crit Dam 6

Weight 4

Value 1500

AP 15

HP 200

1 round per clip

Diffrent Ammo Types

poisoned darts (ones what can applied to melee weapons)

Acid darts Extra limb damage

Neurotoxin darts paralyzes the victim for 10-15 seconds

Normal Tranquilizer Fatigue damage

Naplam mixture dart upon hit victim bursts in to flames
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u gone see
 
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Post » Fri May 14, 2010 10:10 am

Tesla Sniper Rifle


■DMG: 306

■DPS: 122.4

■AOE RADIUS: 1

■SPRD: 0

■CRIT % MULT: 15

■CRIT DMG: 50

■AMMO: Fission Cells (New Ammo, expensive)

■MAG: 3

■WG: 15 lb.

■VALUE: 13000 (when fully repaired

■V:W: 0.001153846 lb/cap

■AP: 100

■DMG:AP: 3.06

■HP: 1250

■ATT REQ: 3 STR
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Greg Cavaliere
 
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