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Realistic Musket (Forums : Ideas & Concepts : Realistic Musket) Locked
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Oct 9 2013 Anchor

Hey, my latest idea for a ,od is a realistic musket for Garry's Mod. The idea is to make a musket that is as realistic as possible. Features for the gun would be like a real musket, slow reload, smoke when firing, innacurate, and deadly en masse. I want your guys opinion on this. The use would probably for roleplay and historic battles.

SinKing
SinKing bumps me thread
Oct 9 2013 Anchor

Check out the mod Battle Grounds 2. They have various muskets. I used to play that a lot and yeah, it's interesting, since you can't just empty a clip and miss half of your shots like in modern FPS. Maybe you can get some info or help from them.

Moddb.com

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Oct 9 2013 Anchor

Alright, thanks.

Nov 7 2013 Anchor

From a History channel documentary I found out that muskets were really inaccurate mostly because their bullets were spherical and they would not rotate around their longitudinal axis. Effective range was 100 m at most but with deadly effects since the bullet would rip things apart. Also there was always the danger of exploding in the shooter's face.

Nov 10 2013 Anchor

meeshoo wrote: From a History channel documentary I found out that muskets were really inaccurate mostly because their bullets were spherical and they would not rotate around their longitudinal axis. Effective range was 100 m at most but with deadly effects since the bullet would rip things apart. Also there was always the danger of exploding in the shooter's face.


Thanks, I'll put that in consideration

SinKing
SinKing bumps me thread
Nov 10 2013 Anchor

Phoenix3270 wrote:

meeshoo wrote: From a History channel documentary I found out that muskets were really inaccurate mostly because their bullets were spherical and they would not rotate around their longitudinal axis. Effective range was 100 m at most but with deadly effects since the bullet would rip things apart. Also there was always the danger of exploding in the shooter's face.


Thanks, I'll put that in consideration


That would be frustrating to the player, because he cannot influence random events like bullets missing their mark, despite of perfect aim. If you have to, make it only slightly inaccurate. I'd skip it alltogether and rather go for the Musket feeling, instead of exactly the same (long) reload time and terrible aim of the originals. Unless you are making a firearm "Musket" simulation it should be more about the gameplay and fun of it than about total realism.

Edited by: SinKing

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Nov 13 2013 Anchor

SinKing wrote:

Phoenix3270 wrote:
meeshoo wrote: From a History channel documentary I found out that muskets were really inaccurate mostly because their bullets were spherical and they would not rotate around their longitudinal axis. Effective range was 100 m at most but with deadly effects since the bullet would rip things apart. Also there was always the danger of exploding in the shooter's face.


Thanks, I'll put that in consideration


That would be frustrating to the player, because he cannot influence random events like bullets missing their mark, despite of perfect aim. If you have to, make it only slightly inaccurate. I'd skip it alltogether and rather go for the Musket feeling, instead of exactly the same (long) reload time and terrible aim of the originals. Unless you are making a firearm "Musket" simulation it should be more about the gameplay and fun of it than about total realism.


My thought was to make a server for historic battles. I'm in to that kind of thing.

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