MultiWeapon - transforms/changes depending on modification
(Works with all existing weapon ideas, this is a core design aspect of how weapons could work)
(Basic Technical Information found further down is an important read for developers)
Im tired of seeing the same slots since the 90's. Press 1 or 2 or 3 or 4 and select your weapon or item. This has become standardized in game development and works - it's easy to implement and players know how it works.
But what if we could come up with an idea for Em8er to use something different?
This is a mech vs kaiju game.
I think about Pacific Rim or Transformers when I see this game.
Could it be necessary to change even core aspects of standardized game design?
I think so.
Idea:
What is the modification system?
A modification is the weapon type(It could be anything you can use - mining tool, screwdriver for repairing.
But lets focus on weapons).
Instead of using several different weapons, you have a mod which you put into your MultiWeapon and that will make the MultiWeapon transform/change into the weapon-type.
How will it work, then?
You essentially have one weapon only, or it could affect L or R(Player choise) glove only. - MultiWeapon / MultiGlove. (MW / MG)
The MultiWeapon has a slot/ability for a modification to be put in.
The modification itself could range a wide variety of options, but lets start with the core weapons.
Instead of having to press 1 or 2, 3, 4 you could implement something like Crysis 1 has. A wheel to select which modification you wish to use in battle.
Animation + timer could slow down the switch between the modifications.
It should come with a default mod.
Pistol or Assault rifle. Preferably kinetic damage type.
Player choise could be implemented here and set the default weapon for a class - "What type of soldier are you? Heavy. You start with machinegun mod"
Examples of different mods and weapon types which your Muitiweapon can change into:
Kinetic/Laser/Plasma Pistol
Kinetic/Laser/Plasma Assault Rifle
Kinetic/Laser/Plasma Sniper Rifle
Kinetic/Laser/Plasma Machine gun
Kinetic/Laser/Plasma Cannon
You could essentially insert any type of weapon here.
Asteroid gun? You got it, it would work lore-wise because the MultiWeapon is powered by a Quantum Core (Or whatever powersource is used by your Omniframe)
Craftable? Lootable?
Yes to both.
Mods could have rarity too.
Example: Assault rifle mod can be crafted or dropped in a number of instances.
increased rarity makes increased damage, available upgrades etc.
There are infinite different ideas for this.
What type of ammo/clip would this system use?
Rather than using x/x amounts.
The multiweapon could have a single ammo type, the %-type which has been seen in Mass Effect games for example.
Instead of reloading, you overheat the multiweapon and have to wait for it to cooldown.
I personally think, lore-wise, that it should use some sort of quantum core which gets rewritten by each modification. Quantum can essentially create anything.
How would MultiWeapon work with Techtree?
The techtree will affect modification, not the weapon. The weapon is the design.
The skilltext for the techtree can still say "x% extra damage for assault rifles".
Call it A, B, C.
A = Modification
B = Weapon
C = What MultiWeapon changes into
Each techtree option will only affect A or C.
Upgradeable MultiWeapon?
Yes, this would work. Even with the techtree in mind.
Some of the tech you choose could give different perks to your prefered modification.
Basic Technical Stuff
Only a part of the MultiWeapon changes.
You dont have to rebuild the mesh from scratch for each weapon.
You can use the same mesh for the trigger and other parts of the MultiWeapon for any modification.
What will change?
Receiver, Barrel, core body (middle part).. the amount of changes is not set - designers decide what is most time efficient. As long as it looks different and individual. I'd personally skip parts which players tend not to look at.
Time savings
As mentioned in the previous part, you dont have to rebuild everything unless you want to.
- Bullets can be modular and essentially be reused for all mods, but comes in different shapes and sizes.
- You dont have to animate when character is grabbing for his weapon, all animations are done with the weapon
- Aside from Splash art for the modification, you dont have to model the weapon on the ground.
- It would be much more time efficient in many more ways aside from planning and executing the idea.
Thank you for reading!
I'd like to answer any questions you might have about this, I might've forgotten something I wrote in my design document.
I really hope to see this idea in Em8er, I am certain it would work and become aesthetically unique for players.
I wholeheartedly think this idea is better ingame than on-paper.
FEEL FREE TO USE THIS IDEA FOR ANY GAME.
I DON'T ENDORSE ANYONE SAYING THIS IS "THEIR IDEA" OUTSIDE EM8ER AND ITS' DEVELOPERS.
I DON'T WANT ANY CREDIT IN THE CREDIT ROLLS FOR THIS GAME SHOULD THIS IDEA OR ANY PART OF IT BE USED.
(Works with all existing weapon ideas, this is a core design aspect of how weapons could work)
(Basic Technical Information found further down is an important read for developers)
Im tired of seeing the same slots since the 90's. Press 1 or 2 or 3 or 4 and select your weapon or item. This has become standardized in game development and works - it's easy to implement and players know how it works.
But what if we could come up with an idea for Em8er to use something different?
This is a mech vs kaiju game.
I think about Pacific Rim or Transformers when I see this game.
Could it be necessary to change even core aspects of standardized game design?
I think so.
Idea:
What is the modification system?
A modification is the weapon type(It could be anything you can use - mining tool, screwdriver for repairing.
But lets focus on weapons).
Instead of using several different weapons, you have a mod which you put into your MultiWeapon and that will make the MultiWeapon transform/change into the weapon-type.
How will it work, then?
You essentially have one weapon only, or it could affect L or R(Player choise) glove only. - MultiWeapon / MultiGlove. (MW / MG)
The MultiWeapon has a slot/ability for a modification to be put in.
The modification itself could range a wide variety of options, but lets start with the core weapons.
Instead of having to press 1 or 2, 3, 4 you could implement something like Crysis 1 has. A wheel to select which modification you wish to use in battle.
Animation + timer could slow down the switch between the modifications.
It should come with a default mod.
Pistol or Assault rifle. Preferably kinetic damage type.
Player choise could be implemented here and set the default weapon for a class - "What type of soldier are you? Heavy. You start with machinegun mod"
Examples of different mods and weapon types which your Muitiweapon can change into:
Kinetic/Laser/Plasma Pistol
Kinetic/Laser/Plasma Assault Rifle
Kinetic/Laser/Plasma Sniper Rifle
Kinetic/Laser/Plasma Machine gun
Kinetic/Laser/Plasma Cannon
You could essentially insert any type of weapon here.
Asteroid gun? You got it, it would work lore-wise because the MultiWeapon is powered by a Quantum Core (Or whatever powersource is used by your Omniframe)
Craftable? Lootable?
Yes to both.
Mods could have rarity too.
Example: Assault rifle mod can be crafted or dropped in a number of instances.
increased rarity makes increased damage, available upgrades etc.
There are infinite different ideas for this.
What type of ammo/clip would this system use?
Rather than using x/x amounts.
The multiweapon could have a single ammo type, the %-type which has been seen in Mass Effect games for example.
Instead of reloading, you overheat the multiweapon and have to wait for it to cooldown.
I personally think, lore-wise, that it should use some sort of quantum core which gets rewritten by each modification. Quantum can essentially create anything.
How would MultiWeapon work with Techtree?
The techtree will affect modification, not the weapon. The weapon is the design.
The skilltext for the techtree can still say "x% extra damage for assault rifles".
Call it A, B, C.
A = Modification
B = Weapon
C = What MultiWeapon changes into
Each techtree option will only affect A or C.
Upgradeable MultiWeapon?
Yes, this would work. Even with the techtree in mind.
Some of the tech you choose could give different perks to your prefered modification.
Basic Technical Stuff
Only a part of the MultiWeapon changes.
You dont have to rebuild the mesh from scratch for each weapon.
You can use the same mesh for the trigger and other parts of the MultiWeapon for any modification.
What will change?
Receiver, Barrel, core body (middle part).. the amount of changes is not set - designers decide what is most time efficient. As long as it looks different and individual. I'd personally skip parts which players tend not to look at.
Time savings
As mentioned in the previous part, you dont have to rebuild everything unless you want to.
- Bullets can be modular and essentially be reused for all mods, but comes in different shapes and sizes.
- You dont have to animate when character is grabbing for his weapon, all animations are done with the weapon
- Aside from Splash art for the modification, you dont have to model the weapon on the ground.
- It would be much more time efficient in many more ways aside from planning and executing the idea.
Thank you for reading!
I'd like to answer any questions you might have about this, I might've forgotten something I wrote in my design document.
I really hope to see this idea in Em8er, I am certain it would work and become aesthetically unique for players.
I wholeheartedly think this idea is better ingame than on-paper.
FEEL FREE TO USE THIS IDEA FOR ANY GAME.
I DON'T ENDORSE ANYONE SAYING THIS IS "THEIR IDEA" OUTSIDE EM8ER AND ITS' DEVELOPERS.
I DON'T WANT ANY CREDIT IN THE CREDIT ROLLS FOR THIS GAME SHOULD THIS IDEA OR ANY PART OF IT BE USED.
Last edited:
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