Attachable Augments for Guns

Nekohime1989

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I wish to add augments to guns. I'm on the fence about how many slots for them though. So far I have around 5-6 depending on gun type.

All Guns Have The Following two traits
Accuracy Penalty (assault rifles are the worst)
Attack Speed Penalty (shotguns are the worst)

Gun Types
Pistol
Revolver
SMG
Shotgun
Rifle
Assault Rifle

And now the meat of augments for weapons
Ammo (this would be used for various types of ammo. Milspec Armor Piercing Discarding Sabot ammo for example) (this changes the effect of normal attack)
Barrel (silencers to reduce target rate increase when you attack, gas vent system for accuracy penalty)
Top (scopes, laser sights, smart link. all of which would improve accuracy)
Bottom (weapons on weapons, adds unique skills. flamethrower CHECK! uses tp)
Stock (if two handed only, things like shock pads to compensate for accuracy penalty, and make rifles even more accurate)
User (quick draw holster for example to increase attack speed, concealed holster to reduce target rate out right)

Feedback Appreciated
 
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Weremole

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If guns are the games main mechanic it all depends on how much work it'll be for you to balance. Ammo and Bottom can probably be merged since they seem to do the same thing though. Barrel and Stock also seem to do the same. Top makes sense. The holster seems more like a regular acessory unless the game has no equipment, only gun augments. But this is just me talking.
 

Nekohime1989

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Oh balancing wont be a issue. Everything is even. One weapon of each type. And lots of variety and consumable item weapons (nail grenades for example).

Basically my thinking process is. How many ways to die are there?
 

Eschaton

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Stocks would affect the speed at which the weapon is aimed, so shorter stocks could affect speed with an accuracy penalty. However a shorter barrel would make a weapon that is less accurate at longer ranges but handle faster.

Bullpup rifles have the action behind the trigger, making them handle faster, so a bullpup with a long barrel could be faster and have good accuracy.

Magazines as an accessory could affect reload speeds. A larger magazine could have better ammo capacity but a slower reload time because its longer.

Custom compensators could affect muzzle climb, making the weapon handle faster and possiblymore accurate. A special compensator could allow a suppressor/silencer to be installed.

Perhaps a tactical light could improve accuracy under dark conditions.

High-end optics or glow-sights could improve accuracy but increase the weight of the weapon, reducing how fast its handled.

A foregrip could improve handling speed and accuracy but the player couldn't add undermount shotguns or grenade launchers.

A bayonet could add a melee attack that might come in handy if the actor is out of ammo.

Accessories would add weight to a weapon and make it handle slower, but that could be offset by strength and skill.

More permanent changes to a weapon such as a beveled magazine well could make reloading faster. An improved pistol grip could make a weapon handle better.

If you're going to include a mechanic in which the player has to deal with misfeeds, aftermarket bolts or slides could be something the player invests in to improve weapons.

Pistols could have carbine conversion kits that make them heavier but more accurate.
 

TheoAllen

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Receiver = this affect the ammo used and determine if it's automatic or semi-automatic. Semi-automatic would make the gun only hits the target once, while automatic affect how many hits per attack or you can even make it deals AoE/x random target.

Barrel = This affects the damage variance. For example, a shotgun barrel has a bigger variance, while the long barrel has more steady variance, yet lower maximum damage. Putting automatic receiver with a shotgun barrel, you have multi-hit spread attack but you drain ammo fast (is it even possible though?). It's even better if you have a mechanic to determine the range so the shotgun barrel would be more effective in close range. A silencer would add a chance of "bonus damage", while muzzle brake would increase the chance an accuracy or decrease action point used.

Magz = Affect how many ammo. I'm not sure what to add.

Stock/Grip = Affect accuracy. In some occasion, you could even make assault rifle type stock increase damage while increase action point used, while the pistol grip would reduce the AP/MP/TP used but reduce the damage.

Sight = Standard sight/Glow sight would add more bonus damage to an enemy that has high agility, while scope would increase damage based on how low the enemy agility.
 

Nekohime1989

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I'm going to list my gun types too.

Handgun
Revolver
SMG
Shotgun
Rifle
Assault Rifle

edit: if by AP you mean Action Points. I am not using such a thing. I plan on using DBS.
 
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TheoAllen

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edit: if by AP you mean Action Points. I am not using such a thing. I plan on using DBS.
It refers to whatever "currency" you're using for taking action/using skill. Whether it behaves like TP or behaves like MP. And DBS (Assume it's default battle system), they have either or both.
 

Kes

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This appears to be a game specific query, which Game Mechanics Design is not intended to be.
[move]Game Ideas and Prototypes[/move]
 

Nekohime1989

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Thanks for contributing everyone! Going to start on augments tomorrow.

Gun Abilities
  • Attack Element: Ballistic. (ammo adds properties, and Flechette Rounds will)
  • Hit Rate: Varies based off gun. Sniper Rifle Best, Assault Rifle Worst
  • Attack Speed: Varies based off gun. Assault Rifle Best, Sniper Rifle Worst
  • Attack Times: SMGs and Assault Rifles attack twice.
  • AoE: Shotguns and Assault Rifles have an AoE.
  • Magz: Giving guns an actual currency to work with by adding a reload feature.
  • Increases Target Rate when you fire:
Gun Types
  • Pistol:
  • Revolver:
  • SMG:
  • Shotgun:
  • Assault Rifle:
  • Sniper Rifle:
Gun Slots
  • Ammunition: Gives your attack various effects.
  • Receiver: Allows guns to have Semi-Auto and Automatic Properties. Changes Magz consumption. (yes semi-auto shotguns are a thing) Revolvers and Sniper Rifles don't have receivers.
  • Barrel: This affects damage variance, Long = less variance, Short = More variance. Silencer = bonus Damage + redu, etc
  • Stock/Grip: This affects accuracy and can increase damage if used appropriately.
  • Sight: This affects bonus damage. (laser sight would add more bonus damage to an enemy that has high agility, while scope would increase damage based on how low the enemy agility is.)
Gun Skills
  • Pistol/Revolver
    • Aimed Shot
    • Auto Reload
    • Dead Eye
    • Double Tap(not revolvers)
    • Chain Shot (not revolvers)
    • ???
  • Smg
    • Spray and Pray
    • Aimed Shot
    • Flush Target
  • Shotgun
    • Knee Cap
    • Aimed Shot
    • Wide Load (Even Bigger AOE)
    • Shred Armor
  • Rifles
    • Aimed Shot
    • Burst Fire (not sniper rifles)
    • Full Auto (not sniper rifles)
    • Dead-Eye
    • Headshot
 

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