Sokina's Gear/Item Ideas

Discussion in 'Gear and Items' started by Sokina, Mar 1, 2012.

?

Good Ideas?

  1. Great ideas, I hope to see them in game.

    28 vote(s)
    90.3%
  2. Great ides, but they don't belong in this game

    0 vote(s)
    0.0%
  3. The ideas aren't anything unique or groundbreaking

    2 vote(s)
    6.5%
  4. I hope they don't implement these

    0 vote(s)
    0.0%
  5. You should flesh these out more

    1 vote(s)
    3.2%
  1. Sokina

    Sokina Heart of Gold

    This was previously seen in my megathread, but with new rules in place, I'll have to split it apart to better keep the forums organized. (It's much better this way anyway, although I'll have to make a separate thread in most of the suggestion sections.)​
    For sake of ease, once I get the other threads up, I'll conveniently link them. Some of my suggestions are finely linked. Such as Procedural generation as a mechanic, and then how it could apply to weapons, in a weapons thread. All of these threads will be updated quite often, as I spend most of my work day fantasizing of things that would be awesome to have in the game. This color scheme is to provide a clear way to distinguish ideas from one another, and the bolded white text has been proven to draw your eyes to the main focal point of that idea. (I guess.)​
    This is all temporary until I get spoilers, if ever.​


    • So we all know that you can dual wield things in Starbound. Left click for left hand, right for right. This is just a few small-mini ideas that you can do with the "offhand" items.
      • You're holding a handgun. For all intents and purposes, that'll be your main weapon. Now, here are just a few examples of what I think would be great "Offhand" items.
        • Grenades. One click of the mouse and you throw one.
        • Shields/defensive items for quick blocking
        • Possibly HP restoring items or otherwise
        • If you have a hand gun, and nothing in the other hand, perhaps your accuracy will be a bit increased. Since it's in your left hand, left click will fire. But maybe right click can "Aim" which would make you a bit slower, but much more accurate when you shoot.
        • A grappling hook of some sort would also benefit, and allow for shooting while grappling.
      • Now you're holding a two handed weapon. Left click can fire, and like above, right hand can aim. If it's a 2 handed melee weapon, it can block, which would slow you down, but reduce incoming damage, and depending on the weapon, deflect projectiles.
      • I even propose that fighting without a weapon could be "unarmed" and allow you to punch for very minimal damage. This could allow for interesting PVP gametypes, especially if things like sprinting and dodging are implemented.
    • Now, the main focal point of this thread: The weapons. We already know the game will feature procedural generation. This means unique combinations of stats can be created into one gun. But why stop there? I propose we flesh out procedural generation in terms of weapons, because in essence, no two guns are the same. We know that procedural generation can alter the stats and appearance of a weapon, but what if it could also determine the type of gun in a specific family of weapons
      • For example, there's handguns. But are all handguns unique? There's Revolvers, machine pistols, magnums, and the standard semi-automatic handgun, right? I propose that procedural generation, in terms of weapons, be branched a bit. Upon generation of a handgun, the system can do a preliminary chance to determine if that gun is a revolve, handgun, or machine pistol. Each family of handgun will have its own procedural generation limits. Perhaps a revolver is slower but more powerful, a machine pistol is faster but less powerful, right?
      • So the procedural generation could have loose limits in each family. To simplify things, a revolve can have anywhere from 20-100 damage, a machine pistol might have 10-60 damage, and a handgun might have 30-75 damage. It would prevent having the speed of a machine pistol with the power of a revolver, if we have different lists of generation possibilities for each type of family.
      • The benefits of having multiple weapon types under an "Archtype" pairs well with another suggestion in this thread. Instead of having a huuuuge procedural generation list for "Rifle," upon generation, there's a 25% chance of spawning a "Single Shot" rifle, which has it's own unique limitations and possibilities that make it different than a "Combat Rifle" which might spawn at a 75% rate. Now that that's explained, I'll proceed to divide each weapon type into family branches with stats that might seem a bit balanced.
        • We have our run of the mill rifles. They might be fully automatic, with a high fire rate, and moderate damage.
        • Then we have our single shot rifles, which might do more damage, but with a lower fire rate.
        • Then we have our burst rifles, which obviously fire in bursts, with good damage, and good accuracy.
        • Then, perhaps, we'll have laser rifles. They'll use different ammo, (Or energy) but can also have unique types too. Perhaps a laser that simply hits the target. Perhaps a laser that is capable of passing through targets. Maybe a laser that can ricochet.
          • The benefits of having these all branched under the rifle archtype, is that perhaps there's an accessory that increases damage with rifles. All of the above will be covered. There might also be an item that increases damage with laser type weapons, so obviously only the laser rifle would be affected.
      • Now for handguns.
        • A semi-automatic pistol, which offers decent fire rate, decent accuracy, decent damage.
        • Revolvers which do high damage with a low fire rate.
        • Machine pistols that do low damage with a high fire rate.
      • And Shotguns...
        • Typical shotguns which have a decent spread, damage, and low accuracy.
        • Scatterguns which have a much lower range, but higher projectile count.
        • Solid Slug shotguns which can shoot a single high damage projectile (Instead of typical spreading ammo) Why have this when you have a rifle? Answer? Cause this is covered by a shotgun-damage-increasing item.
        • Perhaps a laser shotgun of some sort.
        • Perhaps a shotgun that fires a single projectile, but once it hits an enemy, breaks apart releasing flak
      • Launchers
        • Perhaps a standard explosive launcher
        • Perhpas a photon cannon of some sort
        • Perhaps some sort of biological matter launcher
      • So, for example, a quest rewards a rifle. You can either make the quest reward a Single Shot rifle at 10% chance, and auto rifle at 90% chance. Or you can also make it so it's ALWAYS a Single Shot rifle. Or, I propose that certain quests offer totally unique weapons. For example, (just for example.) Perhaps a quest rewards you with a rifle that uses mushrooms as ammunition. It would not be obtainable anywhere else but that quest. Unique gear offers a great incentive to do quests.
    • Now then, we have tons of different types of weapons, but I think it's time we go into mechanics, and talk about various item/weapon ideas I have, and how they would work.
      • GUNS
        • Pistols. Dual wieldable. While wielding one as your only weapon. (Pistol in Right, nothing in left) left click will "Aim down the sights" increasing your accuracy but slowing your speed. While wielding one in each hand, you get the benefit of increased firepower, but decreased accuracy.
        • Submachine guns. Dual Wieldable. Same as pistols; wielding only one will let you "ADS" but wielding 2 basically turns you into a walking bullet sprayer. Horribly ineffective if dual wielding at a long range.
        • Shotguns. 2 handed. (Though some might be dual wieldable if they're spawned as a Sawed off variety.) They tend to have low range, low single projectile damage, so you obviously want to get as many projectiles to hit as possible.
        • Rocket Launchers. High damage, splash damage, low reload, low projectile speed. 2 handed weapon. Alternate click can, depending on the type of rocket launcher, laser designate a target, or guide a missle manually by moving your mouse pointer.
        • Bio-Launchers. A bit different than rocket launchers. 2 Handed. They launch small, goo like organisms. They latch on to your enemy and incur damage over time. Alternate click can "Detonate" the organisms for larger damage, but losing the DOT. The more projectiles you hit on an enemy, the more damage over time it does.
        • Focusing beam. Two handed. While the fire button is held down, a single, focusing laser beam hits a single enemy. Damage over time is incurred as long as you hold the fire button down and aim it at an enemy. Alt fire could emit a small pulse of energy around you, knocking back/damaging nearby enemies, but disabling that gun for a minute. Good if you suddenly get surrounded.
      • MELEE WEAPONS. Melee weapons open up the ability for dual attacks. Holding down both clicks, while holding two melee weapons, will charge up a small bar. (About half a second to fully charge it, to prevent accidental usage.) Once that bar is released, a dual attack will be initiated, based on the weapons equipped. (Trying to deduce a way to incorporate guns into dual attacks. This area will be updated later, with mechanics as to how they could work later.))
        • Swords:
          • Shortswords
          • Longswords
          • Greatswords
          • Rapiers
        • Axes
          • Handaxes
          • Battleaxes
          • Greataxes
          • Throwing Axes
        • Spears
          • Lances
          • Javelins
          • Spears
        • Hammers/Other Blunt weapons
          • Mace
          • Warhammers
          • Hammers
        • Polearms
          • Halberds
          • Naginatas
          • Poleaxes
        • Daggers/Claws/Other light melee weapons
          • Daggers
          • Claws
          • Knuckles
          • Gauntlets
        • Scythes/Other heavy melee weapons
          • Scythes
    Coming Soon: Dual attacks
     
  2. Nodscouter

    Nodscouter Subatomic Cosmonaut

    Definitely some good ideas here. Maybe the photon cannons could be effective against machines, stunning them by overloading their systems perhaps? And the bio-launchers could give some kind of debuff to biological enemies, like poisoning them, blinding them etc...
     
  3. Sokina

    Sokina Heart of Gold

    Yeah. I'm not that far along yet, but I think it'd be awesome for different types of weapons to be effective against different types of enemies. <3 Status ailments are another thing I'd like to talk about, but I bit off much more than I can chew, trying to put down every single idea that ever popped up in my head. :rofl: I'll give weapons a rest though; I'm working on PVP gamemode ideas tomorrow.
     
  4. Cosina

    Cosina Subatomic Cosmonaut

    I really love the idea of shields. I would've made the suggestion earlier, but i'm a little lazy. :rofl: I would love to see all of these coming in.
     
  5. Vaidred

    Vaidred Phantasmal Quasar

    yes, this is very good. These ideas would work great with the type of gameplay
     
  6. RocketPropelledPanda

    RocketPropelledPanda Void-Bound Voyager

    For the Melee Weapons, I really like your idea of being able to block with 2 handed weapons. Perhaps with one handed melee weapons, something like your idea for aiming with a one handed gun could be used and if you click the the empty hand button you would grip the weapon with both hands and use a slower but more powerful attack.
     
  7. Alpha_Squad

    Alpha_Squad Cosmic Narwhal

    I think pressing 'H' for healing items will be useful for keeping the second slot free. Aside from that, this a good starting point for a list of weapons that will be procedural generated weapons.
     
  8. djdeathrow

    djdeathrow Pangalactic Porcupine

    hell yeah ! Great ideas ! hope to see that if possible !
     
  9. Sokina

    Sokina Heart of Gold

    Started doing mass updates on all my suggestion threads. I updated the ever-growing list of weapon types. Working on dual attacks
     
  10. Vizendel

    Vizendel Pangalactic Porcupine

    Sokina.

    How about this one too?

    Dual-wielding a sword in one hand and a gun in the other?
     
  11. Aviakio

    Aviakio Weight of the Sky

    Great and well thought-out ideas. Now that we've gotten that post on the main page about combat, I can very well see these in game.
     
  12. Sokina

    Sokina Heart of Gold

    Along with other threads, this'll be updated Friday. This week I'll be adding tons of melee weapons and how I envision them working, and flesh out those items that increase abilities.
     
  13. Cosina

    Cosina Subatomic Cosmonaut

    I don't see any mention of teleportation. What if in addition to grappling, which could take a certain amount of time to move to the location, you had a short range teleportation gun?
     
  14. arsonist60

    arsonist60 Orbital Explorer

    Great Ideas i really support the Scythes, maybe doing a smaller hand scythe like a sickle as a one-handed weapon..
     
  15. Lollerisms

    Lollerisms Phantasmal Quasar

    Great ideas, but dual wielding shotguns w/o heavy wrist support = 2 broken wrists
     
  16. Senshiro

    Senshiro Void-Bound Voyager

    So many weapons, so little time to make and hurt people with. :mwahaha:
     
  17. Jagai

    Jagai Master Chief

    Well, about being unarmed.

    If you are unarmed, left click will use weak but quick punches. Right clicking will make slower, but longer range and strong kicks. The middle button can be used to guard, and if someone is using a laptop, they should be able to change it to something easier, such as the 'G' key. Blocking while unarmed will come with a bar, and hits will reduce that bar, because that stands for pain. Obviously, if you are getting your arms chopped off or shot, you will eventually move them away. So when it depletes, you will receive full damage. Also, about the punches and kicks, you should be able to make combos while doing it. Such as a PPKKP combo for example.
     
  18. Kirby64

    Kirby64 Space Kumquat

    I like this idea, it would make the idea of "role" (Support, Assault, Heavy etc.) More... plausible. In Terraria, there wasn't really any of that. It was just shoot for the enemy in Terraria...
     
  19. BrutorDragon

    BrutorDragon Tiy's Beard

    Can't think of why I never saw this! All great idea's Sokina! No doubt being added as I type ;)
     
  20. Kistaria Prime

    Kistaria Prime Cosmic Narwhal

    While they might not be inventive or groundbreaking, I am not the Nonbeliever that states so. Pitchforks and Torches, take one each, move along the line! This Angry Mob©®™ is now in Session! Governess Prime now presiding. Down with the Disbeliever!
     

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