Doom style weaponry

Blindga

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Could also title this hl2 style.

So basically, I took a setback, and decided to bring up some old ideas. Gunplay is involved.

So, rather than do a more rpg style thing, I figured I would create a simpler system for how guns work.

Basically, much like a traditional FPS game, there are a handful of weapons. Each is unique and requires a unique type of ammo. 'The Magnum', 'The Shotgun' 'The SMG', that sort of game. Each gun has a strength and a weakness , a different price for ammo and amount that can be carried. Each weapon is one-of-a -kind, and plays a big part in what kind of power a character runs on; whether they are the big guns in the fight, or their weapon is only a conservative crutch for when they need to save up special abilities.

Do you think something like that would be interesting, or a little unvaried?
 

010

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It is a very interesting concept. Personally, I like a variety of different weapons though. Is there going to be upgrades and such? A good idea could be that the player could get various "attachments" for their weapons.
 
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Blindga

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It is a very interesting concept. Personally, I like a variety of different weapons though. Is there going to be upgrades and such? A good idea could be that the player could get various "attachments" for their weapons.
I think so.  Given that most of the player's weapons fall into the smaller scale and really lack the natural flair and variety of more exotic sci-fi weapons, I may allow some customization like that. Each model of weapon can have something like a rail attachment and an ammo mod.

It's not a bad idea overall. I'll have to experiment to see how much variety I would allow.
 

SLEEP

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In Doom, you can change your weapon on the fly, as it becomes situationally useful. You find ammo pickups all over the joint, sometimes set up to encourage use of one gun or another in a certain situation. However, RPGs usually encourage players to use their fave weapons, and changing weapons is a comparatively laborious process, how are you thinking of managing this? Of interest, I've heard an official Doom RPG was released for mobile phones, during the baby years of mobile phone gaming. I know nothing about it, except it probably exists, and you might want to find about it whereas I'm too lazy.
 

Blindga

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In Doom, you can change your weapon on the fly, as it becomes situationally useful. You find ammo pickups all over the joint, sometimes set up to encourage use of one gun or another in a certain situation. However, RPGs usually encourage players to use their fave weapons, and changing weapons is a comparatively laborious process, how are you thinking of managing this? Of interest, I've heard an official Doom RPG was released for mobile phones, during the baby years of mobile phone gaming. I know nothing about it, except it probably exists, and you might want to find about it whereas I'm too lazy.
And that's where the relations end.

Weapons aren't dynamic. The weapon you equip to your character affects their performance for the rest of that mission. Each weapon has it's own gimmick that makes it unique. There is less of a need to switch weapons because they aren't as situational; shooting can damage most foes in the game to some fair measure measure. Character special abilities are more situational, and there is a different mechanic for training abilities that kind of fits more towards what you are saying.
 

010

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I have an example for an attachment that would pretty awesome.

Lets say for example the player had an SMG.

A good attachment could be an extended magazine, which would increase your "TP" (Or whatever you want to call it.) for as long as it is attached. This would allow more attacks, like how in real life it allows you too fire more shots without reloading.
 

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