Author Topic: Real Weapon Mod?  (Read 6709 times)

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Real Weapon Mod?
« on: June 28, 2014, 01:14:15 pm »
I think it would be nice, if we have a real weapon in the game.
'Cause personally I don't like to shoot futuristic uber rifle of 6,5 mm caliber.
In real life we had such amazing things as
AKM
FN FAL
Personally i prefer these 'cause aliens, even Sectoids, are tough guys and 6,5 mm bullet sometimes not enough. I think even AKM with 7,62x39 mm will be better. Not to mention FAL with 7,62x51.
PS. AKM is evolution of famous AK-47.

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Real Weapon Mod?
« Reply #1 on: June 28, 2014, 01:25:40 pm »
there is no mention of caliber size in the game
do you determine the size according to a 40x15 pixel image?
regardless
you can add all existing weapons if you want
one with 2% more damage
one with 7% more accuracy
one with 10% less weight...
i would not use it - there would be no big difference between them and it fills the itemlist without just cause
if you change the values too much i would not use it because its unbalanced - alien(based)tech should be better than earth tech in the game lore all the other armies could not really win their battles (with earth tech)

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Real Weapon Mod?
« Reply #2 on: June 28, 2014, 01:38:56 pm »
About caliber. Sorry it's 6,7 mm.

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Real Weapon Mod?
« Reply #3 on: June 28, 2014, 02:00:32 pm »
alien(based)tech should be better than earth tech in the game lore all the other armies could not really win their battles (with earth tech)
I agree.
But when I pickup AKM it's warm my soul. We have terrific and cruel world of alien invasion here.
I done XCOM: UFO Defence back 90's. But now when I run OpenXcom for the first time, I have to reload Landing Site about 10 times on BattleScape before I crushed alien scum.
Maybe after almost 60h (and 1,8 walkthrough) in XCOM: Enemy Unknown I became nooby noob.  :) Who knows...

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Real Weapon Mod?
« Reply #4 on: June 28, 2014, 02:04:45 pm »
you can add all existing weapons if you want
I will not going to add all existing real weapons. But some iconic models I sure will.

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Real Weapon Mod?
« Reply #5 on: June 28, 2014, 02:07:27 pm »
In-game we have only AP rounds.
But what about Hollow Point (Sectoid looks soft enogh) and FMJ?

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Real Weapon Mod?
« Reply #6 on: June 28, 2014, 02:11:49 pm »
I will not going to add all existing real weapons. But some iconic models I sure will.
have fun
there are only 10 damage types (3 of them are non-damaging)
from https://ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)#Items
    0 - None
    1 - Armor Piercing
    2 - Incendiary
    3 - High Explosive
    4 - Laser
    5 - Plasma
    6 - Stun
    7 - Melee
    8 - Acid
    9 - Smoke
you can change the sectoids damageModifier in their armour config

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Real Weapon Mod?
« Reply #7 on: June 28, 2014, 02:14:31 pm »
there are only 10 damage types (3 of them are non-damaging)
So we need to code alittle. It's Open Source after all.  :)

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Real Weapon Mod?
« Reply #8 on: June 28, 2014, 02:15:46 pm »
So weI need to code alittle. It's Open Source after all.  :)
fixed that for you :)

Offline evoron

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Real Weapon Mod?
« Reply #9 on: June 28, 2014, 02:24:55 pm »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Real Weapon Mod?
« Reply #10 on: June 28, 2014, 02:29:27 pm »
Weapons aside, defining new damage types is something I really look forward to. :D