Hello everyone!
While browsing Ember forums I saw an idea of custom weapons repeating over and over again. And since we will get crafting, that will be a very important part of the game, I'd like to propose how could weapon crafting look.
The most important part, there wouldn't be any rarities for weapons, weapon stats would be based on materials used to craft it and it's components. Progression in crafting could be done by unlocking better materials and new crafting options (like new ammo variants or calibers)
Weapons could be crafted from various pieces. Instead of crafting with strange components (like hyperkegs) it would make sense, so that you are crafting a series of components required for something specific. Making a chamber out of iron would work for small caliber ammo (5.56), but for higher caliber it would require a steel or better chamber. Also, if you'd decide to use better chamber on smaller ammo it would decrease damaging of the weapon while firing and improve some other aspects like reload time, RoF or range.
A full weapon would be modified at Workbenches at bases. You could swap ammunition type and alt-fire module. So for example you have an assault rifle. You mount a scope (improves accuracy while scoped, maybe some other things) for alt-fire and swap ammunition from full lead hollow point (max damage) to steel with sharp tip (lower damage, anti-armor and penetration is better). Instead of scope you could use other device (like a flamethrower or grenade launcher) as your alt-fire, but it would make you only hip-fire.
Basically, making a weapon would be made by choosing options that lead to a next option. They could be like that:
1. Element type - thermal (AoE, DoT), electric (anti-armor, stun), toxic (anti-infantry, DoT), ice (stun, blocking paths) and kinetic (anti-armor, penetrating, universal). Selecting one would bring a menu of designs for your weapon.
2. Design type - like rocket launcher, hand cannon, gatling, autocannon, bullpup and standard for kinetic, charge->release and constant electricity for electric etc. Would define look and designation of a weapon
3. Firing type - like for example napalm or explosive ball for thermal, firing mode for kinetic etc. Would make weapon have specific ammo just for that specific section
4. Ammo type - would define damage, RoF and things like that
5. Other things
That was just a poor example of a tree of decisions for a primary, secondaries would be different, those examples should present you a better view.
- I want to make an Anti-Tank rifle:
1. Damage type - kinetic (best for long range anti tank)
2. Design type - standard (quicker reload than bullpup)
3. Firing type - bolt action (unlocks very high caliber rounds, best accuracy except for hand-cannon)
4. Ammo type - 25mm (best caliber for anti tank that is not hand cannon, slower RoF than smaller ammo, but we want damage and piercing, not RoF, can also be unlocked as last caliber upgrade for semi-action, max bolt action is 30mm). I have to use let's say a titanium breech and titanium barrel, but I choose to use a better one (for example titanium+tungsten) for better stats. Such high caliber rounds make my mag hold only 3 bullets.
Now I see me weapon and select its components freely
5. I choose a long barrel to improve accuracy and range, increases weight, but it won't be a hit-and-run weapon
6. I choose a bipod instead of a foregrip, it decreases recoil while we are prone
7. I choose a muzzle-break for decreasing heavy recoil
8. I choose a stock, that decreases recoil
9. I add ammo counter, range finder, recoil controller and tactical rails
10. I choose a carbon fiber body, I select the look I want
11. I have my costs, for example:
- 2000 titanium
- 500 tungsten
- 500 iron
- 1500 carbon fiber
- 100 plastic
- 1000 steel
- 15 switches
- 2 lcd screens
- 15 circuits
12. I craft my weapon
13. I craft a scope as an alt-fire attachment, I attach it at a workbench
14. At a workbench I unlock (craft) 25mm AT rounds with depleted uranium, I select it as ammo in workbench
In the end I get a rifle that is great for dealing with heavily armored targets (like Amazon Juggernauts or tanks).
Another example, I'd like to get a Thermal Cannon for Firecat from 1.3 Firefall:
1. Damage type - thermal
2. Design type - explosive cannon
3. Firing type - here there are 2 options: semi-auto and burst. We want primary fire to be semi-auto
4. Ammo type - magma balls - makes bigger AoE than Plasma balls, has lower damage and leaves fire zones for a short time
5. I am making power adjustments and attach some gadgets and I craft my weapon (won't post costs this time)
6. I am crafting a burst mode attachment as alt-fire, it fires 3 smaller balls
7. I am selecting explosive ammo for primary fire and bouncing ammo for alt-fire
In the end I got a nice Thermal Cannon
In my opinion making weapon different just by swapping some modules would be hurting for constant need of resources. Crafting is fun guys We would still have tons of modularity while having a good value of materials.
That system would allow us to make nice weapons we want, some tweaks could be done to it, when I'll return from vacation I may post an example of decision tree, but for now I only have mobile phone
Yes, this was my post about weapon crafting
TL;DR: Read, too much stuff to fit in tldr
While browsing Ember forums I saw an idea of custom weapons repeating over and over again. And since we will get crafting, that will be a very important part of the game, I'd like to propose how could weapon crafting look.
The most important part, there wouldn't be any rarities for weapons, weapon stats would be based on materials used to craft it and it's components. Progression in crafting could be done by unlocking better materials and new crafting options (like new ammo variants or calibers)
Weapons could be crafted from various pieces. Instead of crafting with strange components (like hyperkegs) it would make sense, so that you are crafting a series of components required for something specific. Making a chamber out of iron would work for small caliber ammo (5.56), but for higher caliber it would require a steel or better chamber. Also, if you'd decide to use better chamber on smaller ammo it would decrease damaging of the weapon while firing and improve some other aspects like reload time, RoF or range.
A full weapon would be modified at Workbenches at bases. You could swap ammunition type and alt-fire module. So for example you have an assault rifle. You mount a scope (improves accuracy while scoped, maybe some other things) for alt-fire and swap ammunition from full lead hollow point (max damage) to steel with sharp tip (lower damage, anti-armor and penetration is better). Instead of scope you could use other device (like a flamethrower or grenade launcher) as your alt-fire, but it would make you only hip-fire.
Basically, making a weapon would be made by choosing options that lead to a next option. They could be like that:
1. Element type - thermal (AoE, DoT), electric (anti-armor, stun), toxic (anti-infantry, DoT), ice (stun, blocking paths) and kinetic (anti-armor, penetrating, universal). Selecting one would bring a menu of designs for your weapon.
2. Design type - like rocket launcher, hand cannon, gatling, autocannon, bullpup and standard for kinetic, charge->release and constant electricity for electric etc. Would define look and designation of a weapon
3. Firing type - like for example napalm or explosive ball for thermal, firing mode for kinetic etc. Would make weapon have specific ammo just for that specific section
4. Ammo type - would define damage, RoF and things like that
5. Other things
That was just a poor example of a tree of decisions for a primary, secondaries would be different, those examples should present you a better view.
- I want to make an Anti-Tank rifle:
1. Damage type - kinetic (best for long range anti tank)
2. Design type - standard (quicker reload than bullpup)
3. Firing type - bolt action (unlocks very high caliber rounds, best accuracy except for hand-cannon)
4. Ammo type - 25mm (best caliber for anti tank that is not hand cannon, slower RoF than smaller ammo, but we want damage and piercing, not RoF, can also be unlocked as last caliber upgrade for semi-action, max bolt action is 30mm). I have to use let's say a titanium breech and titanium barrel, but I choose to use a better one (for example titanium+tungsten) for better stats. Such high caliber rounds make my mag hold only 3 bullets.
Now I see me weapon and select its components freely
5. I choose a long barrel to improve accuracy and range, increases weight, but it won't be a hit-and-run weapon
6. I choose a bipod instead of a foregrip, it decreases recoil while we are prone
7. I choose a muzzle-break for decreasing heavy recoil
8. I choose a stock, that decreases recoil
9. I add ammo counter, range finder, recoil controller and tactical rails
10. I choose a carbon fiber body, I select the look I want
11. I have my costs, for example:
- 2000 titanium
- 500 tungsten
- 500 iron
- 1500 carbon fiber
- 100 plastic
- 1000 steel
- 15 switches
- 2 lcd screens
- 15 circuits
12. I craft my weapon
13. I craft a scope as an alt-fire attachment, I attach it at a workbench
14. At a workbench I unlock (craft) 25mm AT rounds with depleted uranium, I select it as ammo in workbench
In the end I get a rifle that is great for dealing with heavily armored targets (like Amazon Juggernauts or tanks).
Another example, I'd like to get a Thermal Cannon for Firecat from 1.3 Firefall:
1. Damage type - thermal
2. Design type - explosive cannon
3. Firing type - here there are 2 options: semi-auto and burst. We want primary fire to be semi-auto
4. Ammo type - magma balls - makes bigger AoE than Plasma balls, has lower damage and leaves fire zones for a short time
5. I am making power adjustments and attach some gadgets and I craft my weapon (won't post costs this time)
6. I am crafting a burst mode attachment as alt-fire, it fires 3 smaller balls
7. I am selecting explosive ammo for primary fire and bouncing ammo for alt-fire
In the end I got a nice Thermal Cannon
In my opinion making weapon different just by swapping some modules would be hurting for constant need of resources. Crafting is fun guys We would still have tons of modularity while having a good value of materials.
That system would allow us to make nice weapons we want, some tweaks could be done to it, when I'll return from vacation I may post an example of decision tree, but for now I only have mobile phone
Yes, this was my post about weapon crafting
TL;DR: Read, too much stuff to fit in tldr