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Hello reader and or devs! I am just going to make a straightforward suggestions (bullet point form) mainly to do with guns. (the other part is to do with gun modding, guns and vehicles and bullets) First in civilian bullet cases, then military.

 

 Guns:

  • Assault rifle(s) (varying calibers like .308, .300, .273, .223, or 7.62, 6.8, 5.56 in military terms. some are to be single, full auto, burst and or interchangeable firing types
  • High powered sniper rifle(s) (.338 LUPAU, 12.7 BMG etc)
  • Explosives (grenades [frag, concussive, flash bang, incendiary etc, molitov cocktail [zombie game must], grenade launchers?, rocket launchers [RPG, LAW etc], mines etc
  • Shotgun types (magazine fed one, auto shotgun)
  • Handguns (revolvers [.22,.357, 44] .45 auto handguns, etc]\
  • Weapon jamming (based on condition)

 Gun "modding":

  • How do you do it? I consulted the wiki and tried my best to modify guns in game, but it didn't really do anything.
  • Extended magazines for magazine fed weapons
  • "Strip" clips (bullets attached together) for rifles (significantly reduces reloading time, but have to be manually reloaded into the strip clip)
  • Removing the "reloading difficulty" (I find it that you should have to manually feed rounds into the magazine where applicable then insert the magazine
  • Perhaps increase reloading exp? I find reloading is the longest skill to actually level (maybe farming, I have not looked it up or farmed yet so I do not know)
  • Being able to "sight in" a gun with a screwdriver, which lightly (5%-15% based on your aiming skill) repairs it and makes it slightly more (2%-5%) more accurate/further ranged
  • Gun parts (allows the player to use it to repair guns, instead of having the gun. even maybe having modification parts like a match grade trigger for higher rate of fire etc)
  • Weapon cleaning kits (a clean weapon is less likely to jam and the condition deteriorates slower the cleaner it is, while a dirty weapon does the inverse effect)
  • (as mentioned before) Match grade trigger (increases fire rate of non-automatic/burst fire weapons
  • Custom bolt increases the fire rate for any bolt action weapon
  • Custom pump increase the fire rate of any pump (shotgun) based weapon
  • Bolt polish temporarily increases the fire rate of a bolt action weapon (based on your aiming skill, use of the weapon and weapon condition should last between 5-100 shots 

 Gun related things (items, traits, skills etc)

  • Ammo boxes! (yes i am aware of ammo boxes, but they often take 2-4 drops of ammunition. what i mean here is a larger version of that, one that holds many ammo types. maybe make it so you can equip it or keep it for storage purposes
  • Varied amounts of ammunition (instead of finding the exact same number of rounds, make it vary! it can be effected by the lucky skill. make it so you can find anywhere between 1-15 rounds of ammunition for 9mm, 1-12 rounds for shotguns. because of this change, the chance of you finding ammunition should be increased. say if it is 10% chance without lucky, increase it to 15-20%. (with lucky between 20-25%) makes the game much more immersive in my opinion
  • Ammo magnet: increases the minimum (if applicable) and maximum (if applicable) amount of ammunition you find (i'll let you guys figure out the percentage)
  • I'm out!: reduces the amount of ammunition you find

 Unrelated idea

  • Have professions with a starting item(s)! (would cost a lot of trait points though. examples, veteran could have a sawn-off shotgun, police officer with a handgun, night security with a flashlight etc.)
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the Vanilla games not meant to be a shooter game.

guns in this game can cause more problems than they "solve"

 

you would do best to check the mod section, look at the available guns there

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I'd suggest taking a look at ORMtnMan's mod, if you want an in-depth weapons system. But as for the vanilla game? I feel like deabstracting the weapons any further would detract from the tone of the game. At most, I could see them adding in assault rifles and grenades when the military and Fort Knox are finished.

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I'd suggest taking a look at ORMtnMan's mod, if you want an in-depth weapons system. But as for the vanilla game? I feel like deabstracting the weapons any further would detract from the tone of the game. At most, I could see them adding in assault rifles and grenades when the military and Fort Knox are finished.

 

Thanks for the plug!

 

I cover a good chunk of those suggestions already, and you can find it in the Mods/WIP section (until I figure out a way to move it).

 

I totally agree though, I would never want all that gun functionality in the base game as it would detract from feel of the game the developers are trying to portray. My gun mod makes it less... dangerous and sometimes too easy to survive. Some people may enjoy that (which is why I made the mod) but it would not be right for them to impose it on everyone.

 

It just seems more desperate when you have to run from house to house with a frying pan looking for food, it is a totally different situation when you are going door to door with a SPAS-12 and 80-100 rounds of 00 buck.

 

Granted more randomized ammo amount drops would not be a bad idea in the base game... but it is very low on the priority list.

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(until I figure out a way to move it).

Send a PM to a mod. They'll move it. :)

 

 

Even better, report your own post/thread, and detail where you want it moved to :)

 

 

 

Thanks all, Connall was kind enough to move it over for me :)

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the Vanilla games not meant to be a shooter game.

guns in this game can cause more problems than they "solve"

 

you would do best to check the mod section, look at the available guns there

Fair enough, but after reading the patch notes/projects of the game, I did see military base

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I like the idea of more guns but i plan to suggest a little bit of a solution to the problem of over powered weapons or uselessness of guns.

Probably scrap most military weapons to make it more realistic.

 

I was going to say the same thing. that or have military npcs added but i believe that was a no? Then i was going to say have police class weapons and citizen class weapons. The civilian class are just slightly less effective and less durable while the police have more attachments, bigger rounds, and other perks. That was about it. Still some of these guns may seem powerful and can be owned by the public bit im pretty sure no one in west point has military grade .50 caliber sniper rifles.  (fedora)

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I like the idea of more guns but i plan to suggest a little bit of a solution to the problem of over powered weapons or uselessness of guns.

Probably scrap most military weapons to make it more realistic.

 

I was going to say the same thing. that or have military npcs added but i believe that was a no? Then i was going to say have police class weapons and citizen class weapons. The civilian class are just slightly less effective and less durable while the police have more attachments, bigger rounds, and other perks. That was about it. Still some of these guns may seem powerful and can be owned by the public bit im pretty sure no one in west point has military grade .50 caliber sniper rifles.  (fedora)

 

https://www.atlanticfirearms.com/308-50-cal-rifles.html is my point of reference to display that you can have a .50 cal sniper as a civilian, just not military grade.

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