Author Topic: [Mod Request/Idea] Conventional Wepons  (Read 15546 times)

Offline smexyvami

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[Mod Request/Idea] Conventional Wepons
« on: August 22, 2014, 12:27:44 pm »
i would like to see a mod that expands on the firearms and adds in modern wepons to fight off the alien scorge with posibiltys to be upgraded with the discovery of alien teck. the goal is to have firearms carry ed thought the game

Fetchers:
Armors:
Belistic vest , tastical vest , full bomb distpoal armor , alloy plates for vests , redifined harden plates after ufo construction , full armor suit ? eg spartan armor or crysis nano suits .
Weaponry:
pistols , SMG , assault riffles , marksmen riffles , sniper riffle , reworked auto cannon & hevey cannon ,  rocketluncher respite with additional rockets .
craft armorments:
Phaylanx cannon - an advance missle pod , emp cannon ? , automated lazer cannon - craft mini gun style lazer faster  needing closer range.
ammunition:
alloy ammo , depeleated uranam / elerium , nitrogen rounds ? , heat ammo ?

Balance:
armor should not out class vanilla sets and no flight upgrades grapling hooks cant work seeing as flying in this game is unlimited
weapons should be an intermediate to staring to lazer weapons till additional ammo or weapon upgrades come to play

i know there are afew sprite sets out there that can be used and recolored for ammo magizens
« Last Edit: August 22, 2014, 12:42:40 pm by smexyvami »

Offline moriarty

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #1 on: August 22, 2014, 01:33:05 pm »
this thread really belongs in the "mods" section, not in the "development" section.

(smexyvami, I find your posts really really hard to read. could you try and use punctuation? and proofread your posts before hitting the buttons?)

Offline smexyvami

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #2 on: August 22, 2014, 06:46:26 pm »
i am sory a mod can move this . and i will try but my disabilitys get in the way some times making it hard to clearly convay what im trying to say

Offline Dioxine

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #3 on: August 22, 2014, 07:21:57 pm »
Well, quite a challenge here :)

As far as "more robust modern battlefield" goes, this is the best place to go: https://openxcom.org/forum/index.php?topic=2674.0 although, while very well balanced and quite varied as far as firearms go, it (as of now) lacks much hi-tec stuff or, sad to say, top-notch graphics.

The FMP https://openxcom.org/forum/index.php?topic=2027.540 deals more with tech progression and is much nicer, but definitely has far fewer earth-tech stuff that you seem to be looking for...

Finally there is my own Piratez mod, with tons of weapons & armor & new ideas of all sorts, most of the stuff you've mentioned either already implemented or planned (or on hold waiting for the devs to include the technical capability to do so), but it's campy post-apocalyptic sci-fi that's certainly not for everyone :)

Offline KingMob4313

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #4 on: August 22, 2014, 08:50:34 pm »
Well, quite a challenge here :)

As far as "more robust modern battlefield" goes, this is the best place to go: https://openxcom.org/forum/index.php?topic=2674.0 although, while very well balanced and quite varied as far as firearms go, it (as of now) lacks much hi-tec stuff or, sad to say, top-notch graphics.

The FMP https://openxcom.org/forum/index.php?topic=2027.540 deals more with tech progression and is much nicer, but definitely has far fewer earth-tech stuff that you seem to be looking for...

Finally there is my own Piratez mod, with tons of weapons & armor & new ideas of all sorts, most of the stuff you've mentioned either already implemented or planned (or on hold waiting for the devs to include the technical capability to do so), but it's campy post-apocalyptic sci-fi that's certainly not for everyone :)

Thanks for the recommendation Dioxine.

I'm sorry you don't like the graphics, is there anything you can recommend to help me improve their look?

On to Smexy:

Along with the above, I also recommend "Ryskeliinis Guns n Gadgets Packs".  They have a large variety of conventional arms included in it.

Offline Dioxine

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #5 on: August 23, 2014, 01:20:21 am »
I'm sorry you don't like the graphics, is there anything you can recommend to help me improve their look?

Well, get someone experienced in that stuff to improve them (smoothen, fix palettes, fill the holes etc)? Not that your designs are bad, just crude. I can help, but currently I have my own share of work...

Offline smexyvami

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #6 on: August 23, 2014, 03:59:17 pm »
Thanks for the recommendation Dioxine.

I'm sorry you don't like the graphics, is there anything you can recommend to help me improve their look?

On to Smexy:

Along with the above, I also recommend "Ryskeliinis Guns n Gadgets Packs".  They have a large variety of conventional arms included in it.
Well, quite a challenge here :)

As far as "more robust modern battlefield" goes, this is the best place to go: https://openxcom.org/forum/index.php?topic=2674.0 although, while very well balanced and quite varied as far as firearms go, it (as of now) lacks much hi-tec stuff or, sad to say, top-notch graphics.

The FMP https://openxcom.org/forum/index.php?topic=2027.540 deals more with tech progression and is much nicer, but definitely has far fewer earth-tech stuff that you seem to be looking for...

Finally there is my own Piratez mod, with tons of weapons & armor & new ideas of all sorts, most of the stuff you've mentioned either already implemented or planned (or on hold waiting for the devs to include the technical capability to do so), but it's campy post-apocalyptic sci-fi that's certainly not for everyone :)

i have tryed and or using these mods i like them but there are aspects that eather thay dont work well together or make it not so fun to start . i am looking for people to help make a mod that docent re balance the hole game but adds wepons and items to it to make it more fun and full of load out choices you could use . aswell as bringing xcom gear to the current generation of stuff we have out there

Offline Avalanche

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #7 on: August 23, 2014, 07:39:47 pm »
Well, just about all of the weapons from the FMP and Piratez mods can be downloaded as stand alone pieces. Come to think of it, you could probably download those mods, but then only install the rulesets which applied to the weapons.

The majority of the things you're looking for already exist though. The only ones which I don't think I've seen before in some form or another are the nitrogen rounds (because I'm not sure what they'd do), and the alloy trauma plates (because why add a plate to conventional armor when you can just make an entire suit of armor made of alloys?).

Offline KingMob4313

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #8 on: August 23, 2014, 08:20:13 pm »
The majority of the things you're looking for already exist though. The only ones which I don't think I've seen before in some form or another are the nitrogen rounds (because I'm not sure what they'd do), and the alloy trauma plates (because why add a plate to conventional armor when you can just make an entire suit of armor made of alloys?).

My next version has improvised armor, using alloy strike plates under conventional aramid armor vests as a stopgap before personal armor is made.



Offline Solarius Scorch

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #9 on: August 23, 2014, 11:54:50 pm »
I'm thinking of adding an "alloy plate armour" to the FMP as a more primitive armour (with penalties due to weight and movement restriction), and put additional requirements for the Personal Armour. But I still haven't decided on anything, since I am not sure what other prerequisite the Personal Armour would require and whether it wouldn't be too anal.

Offline KingMob4313

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #10 on: August 24, 2014, 01:25:44 am »
I'm thinking of adding an "alloy plate armour" to the FMP as a more primitive armour (with penalties due to weight and movement restriction), and put additional requirements for the Personal Armour. But I still haven't decided on anything, since I am not sure what other prerequisite the Personal Armour would require and whether it wouldn't be too anal.

In mine, there is an step after 'Alien Alloys' called 'Alloy manufacturing'. It gives you access to the research topic 'Personal Armor' and give you the ability to manufacture alloy armor.

Alien Alloys only gives you the ability to craft alloy improved conventional armor, by requiring 1 or 2 alloys and an existing vest.

Offline Solarius Scorch

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #11 on: August 24, 2014, 01:28:51 am »
In mine, there is an step after 'Alien Alloys' called 'Alloy manufacturing'. It gives you access to the research topic 'Personal Armor' and give you the ability to manufacture alloy armor.

Alien Alloys only gives you the ability to craft alloy improved conventional armor, by requiring 1 or 2 alloys and an existing vest.

Yes, I had exactly this in mind. Nevertheless, adding the Alloy Manufacturing research topic does little to change things, it's just another research project. The devil is in the prerequisites, which I don't really have any idea for.

Offline KingMob4313

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #12 on: August 24, 2014, 01:31:11 am »
Yes, I had exactly this in mind. Nevertheless, adding the Alloy Manufacturing research topic does little to change things, it's just another research project. The devil is in the prerequisites, which I don't really have any idea for.

Mine is rather sad.  Just breaking up the Alien Alloys step into two steps. I really need to come up with another thing for 'Alien Alloys' for my mod. I was thinking of a new radar system or something, but...

Offline Dioxine

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #13 on: August 24, 2014, 01:55:12 am »
I have that idea knocking around my mind for some time... byproduct of Piratez but could be used by any large mod...

Tech levels; Research projects separate from Developement projects.

Remember Age of Empires? In there you could research refinements to current tech level stuff, OR (after enough preqs have been met) go to the next tech level.

My idea in a nutshell. Make several "ages" (say, three: Earth, Sci-Fi Earth, Full Alien Tech). You cannot research any stuff that's beyond your current age. After discovering a couple of things, you can start a project that'll get you to the second age... OR keep developing and refining what you have. Like the first option allows you to make a full Personal Armor, the second only to upgrade existing body armor with alloy plates. So what's the catch? The project that gets you to the next age is massively more expensive in research points than developement projects. So you face a choice: quickly develop solutions based on the current tech base, or very slowly advance to the next age. Of course the next age will eventually give you stuff far above and beyond the previous age... BUT highly-developed and refined stuff from the previous age CAN easily rival the basic stuff of the new age...


Offline smexyvami

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Re: [Mod Request/Idea] Conventional Wepons
« Reply #14 on: August 24, 2014, 05:02:07 am »
I have that idea knocking around my mind for some time... byproduct of Piratez but could be used by any large mod...

Tech levels; Research projects separate from Developement projects.

Remember Age of Empires? In there you could research refinements to current tech level stuff, OR (after enough preqs have been met) go to the next tech level.

My idea in a nutshell. Make several "ages" (say, three: Earth, Sci-Fi Earth, Full Alien Tech). You cannot research any stuff that's beyond your current age. After discovering a couple of things, you can start a project that'll get you to the second age... OR keep developing and refining what you have. Like the first option allows you to make a full Personal Armor, the second only to upgrade existing body armor with alloy plates. So what's the catch? The project that gets you to the next age is massively more expensive in research points than developement projects. So you face a choice: quickly develop solutions based on the current tech base, or very slowly advance to the next age. Of course the next age will eventually give you stuff far above and beyond the previous age... BUT highly-developed and refined stuff from the previous age CAN easily rival the basic stuff of the new age...
i like this its like makeing elerium shells once you understand the eliment or go next age and go for lazer baced wepons