Weapon Ideas

Discuss the game that started it all, and its sequel. Technical questions and issues go into the Fallout Technical Support forum, not here.
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Meths
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Post by Meths »

Spazmo wrote:I think I understand. You meant that you wouldn't be allowed to shoot somebody who's in melee with you, right?
You wouldn't be able to use a sniper rifle against somebody who was just slicing and dicing and slashing your body with "wakazaschy blade".
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Dan
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Post by Dan »

Meths wrote:
Spazmo wrote:I think I understand. You meant that you wouldn't be allowed to shoot somebody who's in melee with you, right?
You wouldn't be able to use a sniper rifle against somebody who was just slicing and dicing and slashing your body with "wakazaschy blade".
:onfire:
:snipersmile:
You wouldn't be able to use a sniper rifle against somebody who is spraying you with a mini-gun, either. What's your point?
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VasikkA
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Post by VasikkA »

Well, that doesn't really matter in turn-based combat, since every character has its own turn and are not interrupted by others. If you'd want it to be implemented then perhaps a lowered amount of AP's for the character next turn. Kinda like you'd been knocked out.
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Post by Megatron »

Image

anyway, I like the idea of not being able to shoot something right next to you. Mabye you could hit them with the end of your rifle though?

I think the sniper rifle should take 2 turns to fire. One turn to aim, the other to fire. Except you can get really powrful shots.

And shotguns should have a higher knock-back.
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Post by Meths »

Dan wrote:You wouldn't be able to use a sniper rifle against somebody who is spraying you with a mini-gun, either. What's your point?
Vasikaa wrote:Well, that doesn't really matter in turn-based combat, since every character has its own turn and are not interrupted by others. If you'd want it to be implemented then perhaps a lowered amount of AP's for the character next turn. Kinda like you'd been knocked out.
It's been implemented perfectly in FoT. When smbd's shooting at you, then it gets very difficult to return fire. When the deathclaw attacks you - it's almost impossible.

I don't see any way it could be implemented in turn-based game myself.

But some weapons like rocket launchers, sniper/hunting rifles, heavy machineguns could have min ranges, no doubt about it.

Mutant standing with bozar in one, and super sledge in another hand would be funny, don't you think?

edit:
Pyro wrote:I think the sniper rifle should take 2 turns to fire. One turn to aim, the other to fire. Except you can get really powrful shots.
Or aiming could cost 6 AP and following shots about 3/2 AP. It's not difficult to just pull the trigger. It could work like all the others gun options: "single", "burst", "reload". In sniper rifle there would be only "aim" option. When you use it and aim your target then the others options would become active. "Aim" option would stay active to make it possible to change your target. :D
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Post by Dan »

Meths wrote:Mutant standing with bozar in one, and super sledge in another hand would be funny, don't you think?
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Post by Strap »

i agree with the sniper rifle idea to take like 2 turns (or all your ap's) and then you could actually take down someone in like 1 hit from a-far.

i hated sniper rifles in FO1,2,and T cause they took like 2-4 hits to kills someone, even with consecutive head shots.

the rifle butt idea is good too, if your too close to shoot, stab them with a bayonnet or hit them with the but. this could also cause some knock back so you could then line up a shot.


i hope if/when they make it it;s in turd based. gotta love turd...based
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Post by Doyle »

I hated the 10mm pistol in FO 1 & 2 because it wasn't a fucking uber weapon.
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Post by Strap »

lol, but in Ian's hands it was
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Post by Sirgalahadwizard »

Threshold Idea:
For every space closer to you the target is from the threshold, the more detrimental of an effect it has against you (moving closer to you than the threshold simulates that character moving much farther away).

This could be used to effect accuracy rather than range for a more potent effect (because then you get temporary negatives to weapon's skill, which makes their armor class formidable).

For normal, non-scoped, close-in weapons the threshold is 0... you can fire those weapons at point blank without penalty.

For a long gun or a gun simply not designed for close-in support, the threshold would be short, perhaps 2 tiles. For a scoped weapon (like a sniper rifle) the threshold could be at half the total distance or even more.

That's just what the scoped hunting rifle from Fallout2 seemed to do... if they got closer than half the range you were in a world of shit.

~~~~~

Another idea:
Certain weapons get a bonus on the critical hit table, meaning that they do more damage when a critical is inflicted (or even specific types of criticals - like an eye/head shot or a torso shot).

{of course I would expect these weapons to get a uber-fucking bonus to critical chance as well}.

That way you get the deathclaw effect from fallout - eye shots always seemed to do far more damage on critical to deathclaws than they did to other characters on eye shots. (though this effect would be weapon specific, not creature specific).


AP drain for slow weapons:
Make them take 10AP to shoot. If it uses up more AP's than you have... so what, make it deduct APs from your next turn - with a stiputation that each one of these "overflow" AP's is doubled and you cant exceed 2 turn's allotment. That way if you only have 8 AP to use, a sniper rifle attack will use up your turn plus an additional 4 AP overflow (instead of 2). If you have less than 7 AP you cant even use it... which is a critical flaw of this system (general basis: ALL people should be able to use the weapon, just taking longer for others than normal).

For accuracy of sniper rifles, perhaps should require that the person to kneel or lie down to get the added critical and range bonuses; otherwise it acts like any ol' rifle (with lower accuracy than normal I might add - since you aren't using the sights - the scope is in the way).

That could also make it take longer to shoot and make it more dangerous to use (melee characters would eat you alive - since they get bonuses for you being prone, and you can't hit them at close range with the sniper rifle).


Or another idea for APs:
Everybody gets 10AP, no tile-based movement... 3D vector. Distance traveled is equivalent to your speed-per-AP rate (like FoT?). Extra AP's could be awarded for perks or higher Agility scores.

For commoners and others who aren't good weapon users, all attacks cost an additional 1AP to use (alleviated only by better weapon skill, a certain minimum Agility score, or some kind of low-level perk; or any of these).

Just another idea thinking outside the box.
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Post by vVolf »

How about a rocket launcher that shoots shoes? 8O
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Post by VasikkA »

vVolf wrote:How about a rocket launcher that shoots shoes? 8O
Or the rocket launcher that shoots guards that would run to their target and explode, instead of missiles. As mentioned in Slamák's interview with Tim Cain. :roll:
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Post by Enclavesoldier#666 »

The Zypher
Damage 25-50
Range 50
ammo 35/35 7.62
modes single(aimed),burst
weight 13 lbs
a sniper rifle made before the war by China (hence the crappy name :pelvic_thrust: ) equipped with burst mode for up close and a longer range
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Post by Stainless »

way to resurrect a dead topic, ass.
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Post by Ernesto »

3. Fucking. Years.
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Post by Shadow Phoenix »

Enclavesoldier#666 wrote:The Zypher
Damage 25-50
Range 50
ammo 35/35 7.62
modes single(aimed),burst
weight 13 lbs
a sniper rifle made before the war by China (hence the crappy name :pelvic_thrust: ) equipped with burst mode for up close and a longer range
What kind of crappy sniper rifle has burst(!) mode?
It has magazine size of... fucking 35!!! Wtf?!
And caliber 7.62?? Do you know anything about guns?
That just sounds like a friggin munchkin assault rifle.

Take this! :chainsaw: And this!! :monster:
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Post by Franz Schubert »

Oh great, just what we need... another Fin.
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Post by Cuthbert Allgood »

A flying disc of death with very sharp edges.... think of disc golf....thrown weapon, mid range, low accuracy and decapitation for head shots.
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Post by DAC »

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Post by Doggedmeat »

I would like to see a whip. I am really into the idea of just whipping the poop out of somebody, or just whipping somebody in the eye. I understand that does not fit the fallout genre, but fun none the less. Honestly new weapons dont need to be added but specific animation to the existing weapons would be nice. I want to see this sequence -> You critical an enemy knocking them out with a crowbar -> You beat the pulp out of them with it while they are on the ground. Better yet some weapons should not be able to kill people, but instead hinder the enemies ability to fight. Such as a weedwacker, you just weedwack their face. It wont kill them but maybe blind them. It would be cool to get different ammounts of exp depending on the difficulty of killing an enemy. I feel if you kill a deathclaw with boxing gloves you should get more exp then from a bozar.

If anything could be or should be added to the game this would be my choice. I want to throw my poop at enemies. If they are human it would upset my enemy. If they are animal maybe it would distract them, you know give them something to snack on. Just the sure novelty of watching your game character reloading his hand with poop would be awesome. There could be a critical failure of tripping with your pants down. Just imagine dieing with your pants down and your fingers up your butt, hehe.
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