» Sat Jul 10, 2010 7:47 pm
It's a matter of resources, mostly time. Here's how the mod system works:
1. Each mod is not a distinct mesh/texture that is simply added onto the mesh/texture of you weapon.
2. Each mod entails a completely new mesh/texture of the weapon and mod together.
3. Each combination of mods entails a completely new mesh/texture of the weapon and assorted mod combinations together.
Let's look at the Hunting rifle. It has 3 available mods, Scope, Custom action and Extended Magazine. Since each combination of mods has to have it's own mesh/texture, this is all the mesh/textures that need to be designed for one weapon, the Hunting Rifle:
1. Hunting Rifle, no mods.
2. Hunting Rifle, Scope only
3. Hunting Rifle, Extended Mag only
4. Hunting Rifle, Custom Action only
5. Hunting Rifle, Scope and Extended Mag
6. Hunting Rifle, Scope and Custom Action
7. Hunting Rifle, Extended Mag and Custom Action
8. Hunting Rifle, all mods.
That's 8 different art models for only one weapon. Now extrapolate that for any additional mods. Let's say we add a suppressor, a custom stock and a match grade barrel. Here are all the models that would have to be hand crafted by the artists:
1. Hunting Rifle, no mods.
2. Hunting Rifle, Scope only
3. Hunting Rifle, Extended Mag only
4. Hunting Rifle, Custom Action only
5. Hunting Rifle, Suppressor only
6. Hunting Rifle, Custom Stock only
7. Hunting Rifle, Match Grade Barrel only
8. Hunting Rifle, Scope and Extended Mag
9. Hunting Rifle, Scope and Custom Action
10. Hunting Rifle, Scope and Suppressor
11. Hunting Rifle, Scope and Custom Stock
12. Hunting Rifle, Scope and Match Grade Barrel
13. Hunting Rifle, Extended Mag and Custom Action
14. Hunting Rifle, Extended Mag and Suppressor
15. Hunting Rifle, Extended Mag and Custom Stock
16. Hunting Rifle, Extended Mag and Match Grade Barrel
17. Hunting Rifle, Custom Action and Suppressor
18. Hunting Rifle, Custom Action and Custom Stock
19. Hunting Rifle, Custom Action and Match Grade Barrel
20. Hunting Rifle, Suppressor and Custom Stock
21. Hunting Rifle, Suppressor and Match Grade Barrel
22. Hunting Rifle, Custom Stock and Match Grade Barrel
23. Hunting Rifle, Scope, Mag and Action
24. Hunting Rifle, Scope, Mag and Suppressor
25. Hunting Rifle, Scope, Mag and Stock
26. Hunting Rifle, Scope, Mag and Barrel
27. Hunting Rifle, Scope, Action and Suppressor
28. Hunting Rifle, Scope, Action and Stock
29. Hunting Rifle, Scope, Action and Barrel
30. Hunting Rifle, Scope, Suppressor and Stock
31. Hunting Rifle, Scope, Suppressor and Barrel
32. Hunting Rifle, Scope, Stock and Barrel
33. Hunting Rifle, Mag, Action and Suppressor
34. Hunting Rifle, Mag, Action and Stock
35. Hunting Rifle, Mag, Action and Barrel
36. Hunting Rifle, Mag, Suppressor and Stock
37. Hunting Rifle, Mag, Suppressor and Barrel
38. Hunting Rifle, Mag, Stock and Barrel
39. Hunting Rifle, Action, Suppressor and Stock
40. Hunting Rifle, Action, Suppressor and Barrel
41. Hunting Rifle, Action, Stock and barrrel
42. Hunting Rifle, Supprssor, Stock and Barrel
43. Hunting Rifle, Scope, Mag, Action and Suppressor
44. Hunting Rifle, Scope, Mag, Action and Stock
45. Hunting Rifle, Scope, Mag, Action and Barrel
46. Hunting Rifle, Scope, Mag, Suppressor and Stock
47. Hunting Rifle, Scope, Mag, Suppressor and Barrel
............................And on and on and on.
OK, I'm getting bored. And I'm only about half way through all the possible permutations of this. Needless to say, a limit of 3 mods per weapon is, at the least, understandable. Anyone asking for more than 3 per weapon needs to understand just how much more work this would neccessitate. Do you really want the weapon artists to spend all their time making the 100s of meshes/textures needed so we can have 4-5-6 whatever mods per weapon, but only have time to have, say, 1 pistol, 1 SMG, 1 Rifle and 1 shotgun? Ya'll need to think about this a little. What needs to be done, and it seems it would be the way to go in Fallout:Next, would be a modular weapon system similar to other games, ie: Borderlands, where each weapon part is a distinct entity and it adds or subtracts to the whole of the weapon. A future mod system similar to this could work, but the base weapons would need to be completely redesigned to support this. I will think about this for a while and post something in the Fallout:4 Arguments Suggestions Thread.
-Gunny out.