- Joined
- Oct 2, 2016
- Messages
- 40
- Reaction score
- 2
- First Language
- English
- Primarily Uses
So, in the world of the game I'm creating, the only form firearms exist in is in flintlock weaponry. They do a ridiculous amount of damage but have a small failure chance. In addition (the way I have them conceived) shooting one would deprive it of its ammo, forcing the user to either switch to a different one or burn a turn to reload their equipped one. The associated skill type (Firearms skills) of course only work if you have a loaded firearm equipped, and having an unloaded firearm equipped would replace the "Attack" command with a "Reload" command (for ease of access). Reloading itself would likely be a separate skill, which reduces the user's defense and agility (making them vulnerable until the next turn) as well as taking away one of a "Shot and Powder" item from the party's inventory. If you don't have a Shot and Powder, you can't reload, and probably should be switching to your backup weapon. This makes firearms something of a burst-damage weapon that deals a ton of damage, but is less reliable than something like a bow or a sword.
(tl;dr Every gun has one shot, and when you use it, it's changed to being "empty". At which point you can either swap to a different gun or use a "Reload" skill, which consumes an ammo item and reduces your defense and agility for that turn).
That's all well and good on paper, but the issue is actually making it work in practice. I've been scanning through dozens of different plugins and tutorials to try and find something functional, and everything could technically work, but not the way I have it designed (as written above). Usually, one of two issues occurs: getting the firearms to use ammo works great, but the "Reload" skill doesn't work the way I imagined (or flat-out can't exist); or it all works great except for switching firearms, at which point, whatever firearm you have in your hand is automatically considered "empty" until you use the Reload skill. The first one is bad because it means that guns are basically just a better version of the Bow, which doesn't make sense for flintlocks. And the second one is equally bad because it removes gun-swapping, which is a core mechanic that makes several firearm-centric skills (and even party-members) viable. (A side-note about gun-swapping and its impact on the intended game is in the Spoiler tag below.)
I've done a lot of research into this subject, but I can't seem to find a way to make this work how I imagined it. So I decided to ask you guys if there are any plugins (or eventing/coding within plugins) that would make this system work as intended. If you know of anything, please let me know! Any help is immensely appreciated!
~Blackjack
(tl;dr Every gun has one shot, and when you use it, it's changed to being "empty". At which point you can either swap to a different gun or use a "Reload" skill, which consumes an ammo item and reduces your defense and agility for that turn).
That's all well and good on paper, but the issue is actually making it work in practice. I've been scanning through dozens of different plugins and tutorials to try and find something functional, and everything could technically work, but not the way I have it designed (as written above). Usually, one of two issues occurs: getting the firearms to use ammo works great, but the "Reload" skill doesn't work the way I imagined (or flat-out can't exist); or it all works great except for switching firearms, at which point, whatever firearm you have in your hand is automatically considered "empty" until you use the Reload skill. The first one is bad because it means that guns are basically just a better version of the Bow, which doesn't make sense for flintlocks. And the second one is equally bad because it removes gun-swapping, which is a core mechanic that makes several firearm-centric skills (and even party-members) viable. (A side-note about gun-swapping and its impact on the intended game is in the Spoiler tag below.)
One character that relies on the gun-swapping mechanic a lot is a guy named Zafir. He's one of the three core damage-dealers available to the player, alongside Melianne the sword-wielding Duelist and Finch the rifle-toting Soldier. But what makes party-building a fundamental part of gameplay strategy is what each damage-dealer is intended to specialize in: Melianne focuses down single high-health targets, Finch cracks through high-Defense, and Zafir specializes in eliminating a lot of small or low-health enemies. While Zafir technically can use both Blades and Firearms, the Blades are more of a backup for him to deal at least SOME consistent damage between reloads. Instead, he's built to rely a lot on using several pistols to pick off low-health enemies while the party protects him. Nowhere is this more reflected than in his second unique skill: an ability that takes every loaded pistol in the party's inventory and fires them all off in rapid succession, randomly picking targets each time (for the Overwatch players out there, it's a lot like McCree's Deadeye ability, except...slightly different).
And this is where making the firearm system work properly comes into making him useful. Without the Reload skill present, he's just a Melianne without the reliability. Without the gun-swapping mechanic, he's just a Finch with less survivability. In neither scenario is he viable, and especially not viable for his intended role. In order for him to actually have a place in the party, both the Reload skill and the gun-swapping mechanic need to exist together.
And this is where making the firearm system work properly comes into making him useful. Without the Reload skill present, he's just a Melianne without the reliability. Without the gun-swapping mechanic, he's just a Finch with less survivability. In neither scenario is he viable, and especially not viable for his intended role. In order for him to actually have a place in the party, both the Reload skill and the gun-swapping mechanic need to exist together.
I've done a lot of research into this subject, but I can't seem to find a way to make this work how I imagined it. So I decided to ask you guys if there are any plugins (or eventing/coding within plugins) that would make this system work as intended. If you know of anything, please let me know! Any help is immensely appreciated!
~Blackjack
