Gun Attachments

Discussion in 'Mechanics' started by BlastRed, Aug 14, 2013.

?

Good idea

  1. Yea

    5 vote(s)
    41.7%
  2. No

    1 vote(s)
    8.3%
  3. Maybe

    0 vote(s)
    0.0%
  4. Full support!

    4 vote(s)
    33.3%
  5. NO. PLEASE NO.

    0 vote(s)
    0.0%
  6. What is starbound?

    2 vote(s)
    16.7%
  1. BlastRed

    BlastRed Spaceman Spiff

    I see they're going to be guns in starbound
    SO HEY!
    why don't we add some gun attachments?



    (SHOULD THIS BE IN ITEMS? OR MECHANICS, OR... WHAT?)

    I can just edit it and put it into items, but then i'll have to restart the upvotes for suggestions...

    Laser dot sight (depending on how you craft it, chooses it's color, default is red) Thermal vision: Detects hostile mobs as red, passive mobs as blue, neutral mobs as green, and players as yellow. Grenade launcher: The gun has a chance of shooting a grenade OR you buy grenades, and put that attachment on, and with an alternative button, you should be able to shoot them. Scope: More of a sniper attachment. Allows you to look farther
    SOON TO BE ADDED
    OWNARD WITH POSTING​
     
  2. SuggestionsBot

    SuggestionsBot Autonomous Posting Device

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  3. Clockwork

    Clockwork Master Astronaut

    The majority of guns will be randomly generated, some with things you suggested.
     
  4. Cramdawg

    Cramdawg Sandwich Man

    Despite the guns being randomly generated, that same system of interchangable gun parts could be used to code something like this, where you could modify the modifiers that were on the weapon when you found it.

    So say, you find a rocket launcher with a laser sight but you REALLY want a heat-seeking system on it. Find one, or buy it from a merchant, swap it for the laser and there you go!
     
  5. Jaden850

    Jaden850 Big Damn Hero

    from what i am aware of this is already planned.
     
  6. BlastRed

    BlastRed Spaceman Spiff

    Oh, really? i want to know where it says it planned. That'd be EPIC if this was planned!
     
  7. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    What we know so far is that the weapons are modular. Each weapon has a variety of randomized "mods" that modify how it works. For example, it might have a laser-sight mod, a flashlight mod, a fire-elemental mod, and a bouncing-shots mod. These mods are combined with the stats of the weapon to determine the level or rarity of it. This applies to melee weapons as well.

    Although the developers haven't said anything about it, many people have suggested the ability to take apart weapons and recombine the mods to create a new weapon. The easiest way to do this would be creating an NPC or workstation that brings up a menu to guide you through which mods you want from each of two weapons, which graphical pieces you want from each weapon, and what the level and stats of the final product will be like. It would probably cost pixels to use, and destroy both of the original weapons used to recombine.
     
    restredainted and BlastRed like this.
  8. SuperMandrew

    SuperMandrew Cosmic Narwhal

    The only problem I have with this idea is that it then reduces the hunt for some weapons. So you found your laser sight pistol, and a regular rifle, and want the laser sight on the rifle. Instead of having to search for it, you can simply combine the two to get what you want. Part of me thinks this can be useful to prevent the hunting grind, but at the same time I worry about making OP weapons way too easily. I'm undecided on this as of now, imo.
     
    DeadlyLuvdisc likes this.
  9. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    Actually, I feel the exact same way. As I progress in the game, I'd like to be forced to chose between the limited weapons I find to test out new things I might not normally use. For that reason, I think the ability to customize weapons and armor should only be available at the highest levels of difficulty, like requiring level 100 crafting materials or having to rescue an NPC off of a level 100 planet. That way you reduce the grind at the end of the game, and maintain the sense of discovery earlier on.
     
    SuperMandrew likes this.
  10. AmerikanRejekt

    AmerikanRejekt Subatomic Cosmonaut

    Alternatively, to maintain some form of RNG while still allowing the players to pick and choose weapon modifiers to some degree (I also assume this would still be mid- to late-game), there could be a weapon-breakdown kind of system. Essentially what I have in mind is allowing the player to pick a modifier (or modifiers) off of a weapon, and break it down at some kind of bench or what-have-you. Then, the player can take that attachment, pick a weapon they like, and combine that modifier with that weapon.

    "Where's the RNG come in?"

    Upon combining that modifier with a particular weapon, you've essentially gambled the previous stats of the weapon. Basically, you maintain the rarity and type of gun it is, you guarantee yourself a specific modifier, but all of the other stats (damage, speed, other modifiers, etc) are all re-rolled. Now you don't need to worry about a system where people just get all of the things they want, even at end-game.

    Eh? Ehhh?

    Or, you know, people can just suck it up and deal with RNG across the board. That's kind of the major facet of games like this in this first place.
     
  11. Jaden850

    Jaden850 Big Damn Hero

    [quote="Upon combining that modifier with a particular weapon, you've essentially gambled the previous stats of the weapon. Basically, you maintain the rarity and type of gun it is, you guarantee yourself a specific modifier, but all of the other stats (damage, speed, other modifiers, etc) are all re-rolled. Now you don't need to worry about a system where people just get all of the things they want, even at end-game.
    Eh? Ehhh?[/quote]

    Although you have a point this is more than likely to be limited to specific attachments. I don't think a laser sight is going to affect damage and reload time.
     
  12. DeadlyLuvdisc

    DeadlyLuvdisc Oxygen Tank

    While this makes sense in reality, this is a game.

    Since any mod would improve the effectiveness of a weapon in some way, adding a new mod would have to lower the stats a bit to ensure that the level of the weapon stays the same. If the weapon level increased by adding mods, then you could just combine all of the level 30 weapon mods onto one weapon and raise it all the way to level 100 without ever going near a level 100 planet. I don't see any problem with some degree of randomness in how those stats are lowered to compensate.

    Of course, a laser sight is a good example of a very low value mod. Since it hardly makes a difference in combat, it might only just barely lower the stats of the weapon. Consider it like making the weapon more clumsy to wield due to the added weight of the attachment.
     
    AmerikanRejekt likes this.
  13. AmerikanRejekt

    AmerikanRejekt Subatomic Cosmonaut

    Thank you, Luvdisc. I was hoping that when I explained my idea that it would be implicitly clear that Starbound is just a game and that IRL physics and logic had no dominion over it. Especially when we're dealing with sci-fi. Guess it wasn't clear after all. :p
     
  14. Jaden850

    Jaden850 Big Damn Hero

    I would have thought you move a bit slower when equipped... most of them are lightweight, although you are focusing a bit more.
     

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