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Gonna be a bit before I get a lot of new content, having to re-mesh my glock 1st person due to problems with skeletal structure. In the mean time though, I'd heavily appreciate some fan input for weapons mechanics.

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EDIT 4/19/12: Hey guys, good news for production time! As I have briefly expressed, some content development was heavily delayed due to meshing problems, and after a 5th round of creative debugging, I'm elated to announce that the meshing related delays have been silenced. Forever.
Thanks for sticking with me, expect an update soon with a full test-drive of the fully animated Glock17.

Gonna be a bit before I get a lot of new content, having to re-mesh my glock 1st person due to problems with skeletal structure. In the mean time though, I'd heavily appreciate some fan input for weapons mechanics. I have all of the following ideas, but I don't think people will all of these, so I'm asking You, The People, what stays and what goes.

They are as follows:

-Safety mechanisms & the ability to unload a weapon, would likely include random chance of misfires if weapon is unsecured in-pocket.
-Firing modes for weapons, Auto, Semi, Burst, etc.
-Weapon degradation through use;
*OPTIONAL: inclusion of weapon jams & other effects or complications.
*OPTIONAL: individual part damage & matching effects
-Use of iron sights for non-scoped weapons
-Enhanced dropping of emptied magazines & higher definition/function shells
*OPTIONAL: inclusion of shell recovery for partial ammo recycling
-Crafting of custom ammunition types/effects; incendiary, hollow point, armor piercing, etc.
-Crafting of special one-shot explosives and traps such as claymores and so forth.
-Unique finds for certain weapon types

-More detailed skill system similar to that of DSTNM, with the exception of having both weapon TYPE skills and weapon MODEL skills. To explain, you can be decent with pistols, but even more skilled with a .357 magnum. Logically, you have expertise in certain weapon types, but your most used weapon models are the ones you're BEST with, as you're familiar with mechanisms, operation, quirks, etc.

LET ME KNOW WHAT YOU THINK. Needing input here.

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klor
klor - - 50 comments

-Safety mechanisms & the ability to unload a weapon, would likely include random chance of misfires if weapon is unsecured in-pocket.
I'm not sure, would you need to take off the safety everytime you want to shoot? I think that in the long run that would become annoying

-Firing modes for weapons, Auto, Semi, Burst, etc.
great idea for different weapons

-Crafting of custom ammunition types/effects; incendiary, hollow point, armor piercing, etc.
Interesting, that way you make the ammunition that fits your gameplay style, I'm gonna get pyromaniac with my enemies hehe

-More detailed skill system similar to that of DSTNM, with the exception of having both weapon TYPE skills and weapon MODEL skills. To explain, you can be decent with pistols, but even more skilled with a .357 magnum. Logically, you have expertise in certain weapon types, but your most used weapon models are the ones you're BEST with, as you're familiar with mechanisms, operation, quirks, etc.
Great Idea in TNM I always used Trestkon's .45 guns and almost never used the standard 10 mm pistol but The skill level was the same aside from a few weapon mods

Those are pretty much the only ones that I wanted to give my opinion about everything else is in my opinion cool if it stays or not

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WCCC Author
WCCC - - 254 comments

The safety mechanism would unlock itself when you hit "Fire", and it would be handled much like firing modes, but enabling it would probably be a separate key I'll need to install, much like TNM had a special key to draw fists.

Thanks for the input!

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