» Tue Nov 16, 2010 10:42 am
those are some good suggestions, my information/grammar/etc was terrible back then (to put it plainly, i was a newb)
i understand what you said about knockdown, and i've read enough to know that guns will rarely ever knock someone down.
realism is what i was originally aiming for, so criticism that helps is always welcomed.
okay... randomly structured comments are out of the way now...
when i get back from vacationing, i will have plenty of time to devote to making this thing work. There will be a lot of tweaking involved, as there is with any mod, and I am hoping for good input from those interested in this project.
some things I believe deserve to be discussed:
~ how real should the damage be? (how easy is it to die?)
~ how should the tier list for ammo types be structured?
~ what should the general resistance levels for the armors be?
the damage system that i was able to make lets me use only three (3) different levels of power. The original structure for that was a horrible mess, so for the new one, I was thinking about something like this:
tier 0 - explosives: not affected by resistances aside from damage resistance (which only the player has... and only from perks or meds. Med-x will have to be changed)
tier 1 - high powered projectile weapons: {some ammo types} only strong armor has resistance to it
tier 2 - lower power projectile weapons: {some ammo types} most armor has resistance to it
tier 3 - unconventional projectile weapons {dart gun, railspike rifle} all armor has some degree of resistance to it
energy - you don't have energy resistance, you're getting zapped badly... need suggestions for what should have energy resistance
fire - better armor will likely have better fire resistance, some (environment suit) will high resistance. I guess power armor should have pretty high resistance...
armor (already good, i guess...)
tier 1 - power armor: tier 3 weapons have little/no effect on users, tier 2 aren't too useful, tier 1 are okay
tier 2 - combat amor: tier 3 weapons aren't too useful, tier 2 are okay, tier 1 still do decent damage
tier 3 - improvised armor (raider, etc): tier 3 weapons are okay... tier 2 do decent damage, tier 1 are unaffected
tier 4 - clothing! : sure, it might stop a dart, but not a bullet
Now, there's the different fire modes/bullet types to think about...
in addition to the standard, and the predictable AP rounds, i was thinking there should at least be hollowpoint rounds, and maybe incendiary rounds.
-One dilemma i have is regarding the AP rounds. should they just totally ignore armor, or is that unrealistic?
-Hollow point rounds will do more damage, but should they be less effective VS highly armored foes?
-incendiary (if i put it in): fire damage, deal lots of damage to armor?
new fire modes:
single, semi-auto, auto, possibly burst
of course, not every type of ammunition will come in every variation, and not all guns will have all those options... so what should it be?
(not listed in any apparent order)
10mm - AP, hollowpoint,
.32 cal - im guessing nothing
.44 magnum - AP, hollowpoint.
7.65 mm - again, nothing
.308 cal - AP, incendiary, no hollowpoint (?)
as for firemodes:
rifles: none
ARs: semi, burst, and possibly single in addition to the regular auto. (or are they considered to be semi-auto?)
pistols: hmmmm
combat shotgun: semi-auto
energy weapons: hmmm