Star Wars Conquest is a Mount&Blade module which transforms a medieval world into the far, far away galaxy... with the same premises than the original game, this module offers an open sandbox where the player can do anything he wants. Based on a Galactic map and hundreds of planets.

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Poll: Do you want fully automatic guns to be added to SWC? (285 votes)
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Fully Automatic Guns (Mods : Star Wars Conquest : Forum : Suggestions : Fully Automatic Guns) Post Reply
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Jan 2 2011, 2:11pm Anchor

i was reading on some star wars wiki and it seems that some weapons are classified as "blaster assault rifles". by assault rifle we mean assault rifle like a rifled weapon that shoots fast and is used to "assault" enemies?
i've seen before in China WW2 mod full-auto weapons and stuff.
they had MG42 and even Thompson, MP40 and other SMGs working as they should.
and you could choose between full auto mode or burst fire mode.
i mean, if we're gonna have all weapons have the same clip they had in the SW universe it makes no sence to have a mandalorian rifle that has a 500 shots clip but is not full auto (if it is, im not sure, i just read it was an assault rifle but hell, why would someone need a 500 shots clip if they're shooting semi-auto style?)

ithilienranger wrote:The shotgun is the Trandoshan ACP-Array gun as can be found in Republic Commando. It fires energy rounds, but acts like a shotgun.

Swyter, Revan, and I will have to work out automatic weapons when it comes time for the port to Warband.


honestly i've always thought that a light saber and a shield was overpowered in this game. if you get close enough with those 2 weapons you can slash your way thru any army
maybe with shotguns and some automatic weapons you can have better odds against a mob of enemies coming at you without having a lightsaber or maybe make the game slightly more difficult if some of the troops use automatic weapons or shotguns. im saying all canon obviously. if a stormtrooper used semi-action rifle he should maintain that in game obviously but if we're talking of a kind of soldier that in the SW universe uses auto-rifles then he should use the automatic rifle.

RevanShan
RevanShan Scene Maker
Jan 2 2011, 3:28pm Anchor

Lightsabers need to be over powered so that Jedi can defend theirselves from shots...

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for the Star Wars game we never had...

Jan 2 2011, 7:31pm Anchor

the "stormtrooper effect" does have its name from starwars afterall

Swyter
Swyter Dream your Life      Live your Dreams
Jan 19 2011, 10:09am Anchor

Another main suggestion thread I want to add relevance. Is this really worthy? :paranoid:

Off-topic: For your info, Ithilienranger has accepted as SWC Global Community Manager. So if you want to pin/sticky something you believe it's important, simply report spam/abuses or move your topic between sections; you can contact him or PM me. At your wish.

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My Mount&Blade Tools: » Iron Launcher for Warband » Iron Launcher » Font Customiser » WarKit 

Jan 23 2011, 11:52am Anchor

I released the core code here: Mbrepository.com

Swyter, did you see the special thanks? :P

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Swyter
Swyter Dream your Life      Live your Dreams
Jan 23 2011, 2:30pm Anchor
ithilienranger wrote:I released the core code here: Mbrepository.com

Swyter, did you see the special thanks? :P


Lol, hope I had done more than that.

Uff. I'm pretty busy right now. But I found time to download it. Cute Cylin'Boys you have done.
What a pity the shield meshes cannot be attached to the item bones in-game.

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My Mount&Blade Tools: » Iron Launcher for Warband » Iron Launcher » Font Customiser » WarKit 

Jan 24 2011, 9:26am Anchor

Automatic fire in M&B would be pretty useless, in military it is used to provide suppression fire, not actually kill foes. And supression would have no effect in M&B, star wars mod or otherwise, unless it would be possible to pin down :).

RevanShan
RevanShan Scene Maker
Jan 24 2011, 9:48am Anchor

You are right about most of the weapons. But some, like one of the newest we've included (which is a repeater) would be better with that system. In fact, only 1 to 3 or maybe 4 weapons would use it, but would indeed make the feeling better.

Anyway, what I'm most looking forward is the shotgun system. So that instead of giving the gun high damage actualy fires 5 shots each time.

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for the Star Wars game we never had...

Jan 24 2011, 12:57pm Anchor
nDomenique wrote:Automatic fire in M&B would be pretty useless, in military it is used to provide suppression fire, not actually kill foes. And supression would have no effect in M&B, star wars mod or otherwise, unless it would be possible to pin down :).

It is useful to fire a full-auto gun in bursts. That way you can still hit guys, but with greater frequency.

On top of that, full-auto is very useful in mob combat. If you unload into a mob of 20 stormtroopers you are bound to kill several of them.

Edited by: ithilienranger

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Jan 24 2011, 3:05pm Anchor

Full-auto is allways useful in close ranges, so if you would include some barricades or stuff in maps it would be useful. Warband AI know how to use cover IRC. Burst-auto would be very good for close to mid range combat. 

Reminds me that the plastic-bags die from one hit in the movies :D.

RevanShan
RevanShan Scene Maker
Jan 24 2011, 3:46pm Anchor

I wouldn't add auto to all weapons. First cause with more that 50 guys in battle it would be an inferno. And second, cause in the Star Wars movies you will never see auto fire. Instead all characters aim and make a single shot. Plus, having some auto weapons and shotguns among the rest will give it a wider variation.

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for the Star Wars game we never had...

Jan 24 2011, 6:16pm Anchor

On top of that, performance would come to a crawl with more than 10 concurrent auto-firers on low-mid ranger systems. You just need a creative way of limiting the amount of automatic weapons on a battlefield without it seeming awkward.

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RevanShan
RevanShan Scene Maker
Jan 24 2011, 6:29pm Anchor

If you follow my suggestions (limiting it to certain weapons) it shouldn't be a problem. Only some support units would use them. But if that wasn't enough you could always include an overheating feature (if possible).

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for the Star Wars game we never had...

Jan 24 2011, 7:24pm Anchor

Perhaps reserve automatic weapons for higher ranks or put them in the lists of equipment but near the bottom so they appear less frequently?

RevanShan
RevanShan Scene Maker
Jan 24 2011, 7:27pm Anchor

Well, that's my first point. If only used by support units it shouldn't be much of a problem.

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for the Star Wars game we never had...

Jan 24 2011, 8:47pm Anchor

Yes, and I guess its a person's own fault if they breed an army of elite support troops. I think the overheating could be combined with some of the recoil code.

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Jan 25 2011, 3:54pm Anchor

Still, a lot of rifles have full auto, even if you didn't see it used. If I were a stormtrooper, I'd think twice before blowing fifty holes into the Death Star while Darth Vader is around. And if I was a Rebel on the run, I'd be carefully preserving ammo.

May 24 2011, 12:24pm Anchor

i think the idea of a item wich you carry and can then deploy on battlefield as a stationary machine gun was good or mayb just in certain maps have one already part of the battle field that you can go and man mayb for say battle station defenders as its logical they would have preset defensive positions/kill zones also wasnt there some sort of flechette shotgun in the jedi outcast/academy games for xbox?

RevanShan
RevanShan Scene Maker
May 24 2011, 1:23pm Anchor

Mmm. I just rembemered that a round gravitational turret exists in the world of star wars. Basicly a sphere, which would be quite easy to make. It would be nice to have somebody work on it once we have done the inmense lot of stuff we have to do first.

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for the Star Wars game we never had...

Jun 13 2011, 9:07pm Anchor

If anyone is still interested, my updated autofire can be found here: Forums.taleworlds.com

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Swyter
Swyter Dream your Life      Live your Dreams
Jun 14 2011, 9:08am Anchor
ithilienranger wrote:If anyone is still interested, my updated autofire can be found here: Forums.taleworlds.com

I know mate... I know. Thanks for the dedicatory. :)

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My Mount&Blade Tools: » Iron Launcher for Warband » Iron Launcher » Font Customiser » WarKit 

Jul 3 2011, 7:49pm Anchor
ithilienranger wrote:Yes, but in real life I can fire a semi-auto rifle quickly and a lot more accurate than in M&B.

On this note couldnt you simply make it that when your rifle/pistol skill increases instead of the aiming reticule starting at the edge of the screen it starts closer to the center? it would be able to increase your accuracy and due to the accuracy increase you would be able to shoot faster without worrying about missing the target

Jul 3 2011, 8:57pm Anchor
bogfish wrote:
ithilienranger wrote:Yes, but in real life I can fire a semi-auto rifle quickly and a lot more accurate than in M&B.

On this note couldnt you simply make it that when your rifle/pistol skill increases instead of the aiming reticule starting at the edge of the screen it starts closer to the center? it would be able to increase your accuracy and due to the accuracy increase you would be able to shoot faster without worrying about missing the target

No, the entire aiming system is hard-coded. I've had to rebuild my own system for aiming. Here is the thread for my complete work: Forums.taleworlds.com

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Aug 7 2013, 9:04am Anchor

I actually really enjoyed the burst fire from China WW2, though it became less useful the higher your automatic weapon skill became.
Burst would create a couple of projectiles the lower the skill the more the bullets were distant to each other, the higher the skill the
closer the three were.

At low skill you could fire into ranks of bad guys (say on horse back) and hit at least 3 guys with the wild fire, now as you became more accurate
the bullets would only hit the front and back ranks making it less useful for massing murdering.

*Course you had to pray the 4 moons of andor that nobody hit you with a mortar or grenades, always pissed off my horsey....*

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