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HMW V2 Weapons Suggestion

PostPosted: Wed Oct 24, 2007 10:03 am
by Archanubis
Just something that occured to me on the subway and is probably already being discussed, but I thought I'd shoot it out there.

As most of us are aware, the current weapons chart is, for lack of a better term, hosed; we have at least one weapon that has the potential to inflict "incredible" damage that available with an investment of 3FRP, for crying out loud. What I propose is, in regards to ranged weapons, like guns and cannons, to tie the amount of Firepower it takes to "unlock" a weapon with the maximum end of its damage range. As an example, I include the chart below:

Image

The amount of Firepower needed to unlock a weapon would also determine its range of damage; for example, a 5 FRP would have a damage range of of moderate to heavy versus a 4 FRP weapon that could have a range of light to heavy. Skill could also play into this; the higher the skill requirement, the smaller the range of damage. The trade off on this would be in a weapon's "recharge time"; the greater the damage potential, the slower its rate of fire. A cannon can cause more destruction than a rifle, but, in theory, a rifle has a higher rate of fire. This would also depend on the weapon type, of course; a Gatling gun can create the same damage as a cannon and, hypothetically, be loaded as fast as a rifle.

Some ranged weapons, like the Sniper Rifle for example, could have a higher Skill requirement to unlock its use than Firepower. At its most basic, a sniper rifle is just a regular rifle with a sight, but it takes a a great degree of training and skill to be a sniper; therefore, the game's Sniper Rifle could have a requirement of 3FRP, 5SKL (just as an example).

Melee weapons (swords, maces, and axes) would be more dependent on Skill for it damage potential. Firepower could still be used, depending on the type of weapon, but it would be to a lesser degree. A melee weapon damage potential would also be dependant on Strength; it would be to a somewhat lesser extant than Skill, but considerably more than Firepower. After all, that sword's not going to do anyone any good if the bearer can't so much as lift it. :P

These values would, of course, been hidden from regular players, as the protection values for armor is now.

Just some basic suggestions I'd thought I'd throw out.

PostPosted: Wed Oct 24, 2007 10:09 am
by Boris
These look like some really good ideas. Sound thinking Sir.

PostPosted: Wed Oct 24, 2007 10:52 am
by Tammuz
in my suggestions weapon damage was DIRECTLY proprortionally to you're upgrades, none of these umbrella terms they are really useless for weapons as it just gives a range of figures for the min/max damages; take the gun(light to moderate), null ray(light to moderate), and lightning rifles(moderate to heavy) the way the game's currently setup, the gun could have it's min/max just 1 point lower than the lightning rifle yet fall into a different damag class, but the null ray could be as low as 4 points lower and still ahve the same damage class.

Re: HMW V2 Weapons Suggestion

PostPosted: Wed Oct 24, 2007 6:06 pm
by Whitestorm
Thunderscream wrote:Lots of great stuff. Go back and read it again.


I am not yet a week old on HMW but i am very disapointed with the weapons. Not there and pants. Someone donated me a couple of Dol Laser Rifles and i am now blowing everything apart! Sux when everyone else is going KungFu stylee.
Noob likes the ideas Thunderscream ahs put forward. Firepower and skill could be related. They could be spread in terms of class, with several "named options" which do similar things but you have a choice of which fits your profile better. Is it possible to add special effects to some weapons, like...errrr...Black Light Ray which has a potential to blind and act like the stun a ram can do?
So if a FP1 gun has light to moderate capability, couldnt the probabilty of a more effective hit be improved, alongside accuracy with the aid of skill? A L10 incredible can only be that if the weilder has the skill to use it, apart from a lucky shot. This way skill augments firepower and can make melee weapons available to bruisers, augmenting strength the same way. The arsenal and the possibilities are a big part of Transformers to me. If they were not everyone would be a Dinobot and bludgeon their way through it. Is that eversimplifying it? Just my observation and i am not even level one yet.

Re: HMW V2 Weapons Suggestion

PostPosted: Thu Oct 25, 2007 3:08 am
by Supercollider
Whitestorm wrote:
Thunderscream wrote:Lots of great stuff. Go back and read it again.


I am not yet a week old on HMW but i am very disapointed with the weapons.


That's cause the weapons have never been balanced or work right, which is why V2's so necessary.

Re: HMW V2 Weapons Suggestion

PostPosted: Thu Oct 25, 2007 10:48 am
by Tammuz
Supercollider wrote:
Whitestorm wrote:
Thunderscream wrote:Lots of great stuff. Go back and read it again.


I am not yet a week old on HMW but i am very disapointed with the weapons.


That's cause the weapons have never been balanced or work right, which is why V2's so necessary.


i know it can be done without a reset though, the games taken numerous weapons adjustments in the past and it still works....well works as well as it did.

PostPosted: Thu Oct 25, 2007 1:13 pm
by Ouroboros
I am always very fustrated that for 3FRP, you can get much stronger weapons than those avaliable at 5FRP (for example). This new system seems to be a perfect way of writing the wrongs made by the old scheme and stay reliable throughout the game.

The idea to keep melee weapons and guns seperate is a very good idea, having skill to use the weapons and strengh to cause extra damage works well.

I wondering though if OS has something along the same lines planned for V2, so moderators, what can you tell us about the weapons in V2 that isn't a secret or that you've already told us already?

PostPosted: Thu Oct 25, 2007 1:20 pm
by Tammuz
not alot....or anything actually.