Author Topic: Suggestions on how to improve the mod  (Read 238734 times)

niculinux

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Re: Suggestions on how to improve the mod
« Reply #525 on: August 11, 2016, 09:53:51 pm »
Hey, personally i don't like much the bayonetd musket "aestetically" that is to say that bayonet seems more a rapier attached to it than a proper  bayonet; so i dared t make kinda example of a new one, of coure according to my skills  :o >:( ;D...hope guys you would like :)


Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #526 on: August 11, 2016, 11:10:50 pm »
Not the much wider selection of weapons? The mechanics? The lore/atmosphere?

I meant the XCOM:EU, not my mod. But it's an extension of XCOM:EU.

@Linux: nah your bayonets look like crap.

niculinux

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Re: Suggestions on how to improve the mod
« Reply #527 on: August 12, 2016, 01:05:18 pm »
@Linux: nah your bayonets look like crap.

I know but please, would you make another for next version. The current one resembles me more a rapier  :'( just my 2 cents :)

Edit: i also suggest so switch features between musket and flintlock rifle, the former may have to be a one shot one, the latter may have 5 rounds clip, with a bit more TU to reliad. After this these should be still balanced :)
« Last Edit: August 15, 2016, 01:14:36 pm by niculinux »

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #528 on: August 15, 2016, 01:45:07 pm »
I know but please, would you make another for next version.

I have no interest in it.

Offline ivandogovich

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Re: Suggestions on how to improve the mod
« Reply #529 on: August 15, 2016, 05:23:37 pm »
Edit: i also suggest so switch features between musket and flintlock rifle, the former may have to be a one shot one, the latter may have 5 rounds clip, with a bit more TU to reliad. After this these should be still balanced :)

niculinux: You are losing touch with reality, my friend. Both of these are Muzzle Loaders.  There is no such thing as a clip.  That is where the Ol Carbine comes in.  You will remember that you were the champion of that weapon too.  Its in. So don't try to put something else in. 

Honestly, this mod is not about Gun Pron.  Play Jagged Alliance 1.13 with "Tons and Tons of Extra Guns" for that effect.  (Once was enough for me because it ends up being a ton more micro management ... matching ammo types, attachments, etc).

Weapons in this mod should have enough differentiation to give them solid roles and enough variation for flavor so that factions feel unique, but beyond that, lets limit the weapon spam. ;)

niculinux

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Re: Suggestions on how to improve the mod
« Reply #530 on: August 15, 2016, 05:59:07 pm »
[..]

Honestly, this mod is not about Gun Pron.  Play Jagged Alliance 1.13 with "Tons and Tons of Extra Guns" for that effect. [.]]

Touchè! Ok i really stop being a wepon porn guy  :o

Offline khade

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Re: Suggestions on how to improve the mod
« Reply #531 on: August 16, 2016, 03:53:41 am »
I figure the Musket, Flintlock Pistol and Clockwork gun are all smoothbore pepperbox style guns, with three barrels.  Flintlock Rifle, as has been mentioned is a rifled single shot long gun, also known as a Long Rifle.  In game it might not be that exact type, the one in my head is specific to the North American frontier in the late 1700s and the minie ball ammo used is US civil war era, 1850s.   I wouldn't want my precision weapon to be a pepperbox, too many parts, too many places for it to break

But given that it's basically an pirate design, basically simplifying the concepts behind the guns they salvage to the point where they can build a sniper weapon and ammo with the most basic workshop, I see no problems with it, if you're unlucky enough to not get any sniper guns by the point where you can build one, it's going to be useful, if you run out of ammo for your looted sniper rifle, then it can be useful, it can potentially do really good damage for when you get it.

Offline ivandogovich

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Re: Suggestions on how to improve the mod
« Reply #532 on: August 16, 2016, 04:48:44 pm »
@ khade:  Thanks for explaining and linking the pepperbox concepts.  :)  I wasn't really aware of them.  Nice to know.  More Head Canon.

Offline legionof1

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Re: Suggestions on how to improve the mod
« Reply #533 on: August 16, 2016, 06:04:46 pm »
I always imagine the muzzle loaders as abstractions of the multiple preloaded weapons practices that where very common in early muzzle loader era. It wasn't until cartridges where common that preloaded and loading assistants fell out of use in combat.

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #534 on: August 16, 2016, 07:12:31 pm »
That's how I imagine it myself. Carrying extra loaded weapons, while accurate, would make using muskets such a chore no one would do that. Even more trouble: you cannot stack items in the Inventory, so the bullets themselves would take far too much space. Except if the damage potential and long-range accuracy are interesting (as with the Flintlock Rifle).

niculinux

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Re: Suggestions on how to improve the mod
« Reply #535 on: August 16, 2016, 10:09:31 pm »
I figure the Musket, Flintlock Pistol and Clockwork gun are all smoothbore pepperbox style guns, with three barrels.  Flintlock Rifle, as has been mentioned is a rifled single shot long gun, also known as a Long Rifle.  In game it might not be that exact type, the one in my head is specific to the North American frontier in the late 1700s and the minie ball ammo used is US civil war era, 1850s.   I wouldn't want my precision weapon to be a pepperbox, too many parts, too many places for it to break

But given that it's basically an pirate design, basically simplifying the concepts behind the guns they salvage to the point where they can build a sniper weapon and ammo with the most basic workshop, I see no problems with it, if you're unlucky enough to not get any sniper guns by the point where you can build one, it's going to be useful, if you run out of ammo for your looted sniper rifle, then it can be useful, it can potentially do really good damage for when you get it.

I think the tree barrel attribute may be put into the bootypedia  description for the musket and flintlock pistol. Maybe Dioxine agrees? :(

Some lines on the flintlock rifle: i researched it but never used in battle (!!) my hint: but the "minie ball" item should act as "container" for 5 rounds, but the rifle should host inside itself only 1 bullet per time; so this may be balanced with the hunting rifle, th wapons have  same damage (33) but the latter features clips that allow to have 5 rounds in the weapon. Or maybe the hunting wll be removed in favor of the flintlock?

Offline ohartenstein23

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Re: Suggestions on how to improve the mod
« Reply #536 on: August 16, 2016, 10:14:20 pm »
@niculinux  There's no way to stack items like that in a gal's inventory, the ammo container idea would require reworking the source code.  Also, the flintlock rifle has damage scaling with firing accuracy, so the only way the damage would be exactly equal to the hunting rifle is for the shooter to have a firing accuracy of 0.  Both weapons fill different rolls, so I doubt the flintlock will replace the hunting rifle.

Offline ivandogovich

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Re: Suggestions on how to improve the mod
« Reply #537 on: August 16, 2016, 10:34:23 pm »
Some lines on the flintlock rifle: i researched it but never used in battle (!!) my hint: but the "minie ball" item should act as "container" for 5 rounds, but the rifle should host inside itself only 1 bullet per time; so this may be balanced with the hunting rifle, th wapons have  same damage (33) but the latter features clips that allow to have 5 rounds in the weapon. Or maybe the hunting wll be removed in favor of the flintlock?

Hmm... I remember distinctly talking about Muzzle Loaders to you a few days ago.... seems you don't listen.

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #538 on: August 16, 2016, 10:53:39 pm »
Holy christ that mansion map took forever; 62 enemies? FML. Fun as roleplaying a bunch of sexy knife wielding serial murders was, that shit took 24 turns and I blew the place apart with TK projectors on each of my gals. Is there no other way (running like a bitch doesn't count)?
« Last Edit: August 16, 2016, 10:57:53 pm by Surrealistik »

Offline khade

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Re: Suggestions on how to improve the mod
« Reply #539 on: August 16, 2016, 11:01:35 pm »
I think I understand what you are trying to suggest, niculinux, but it sounds like we can't stack items, so no we can't have a set of 5 bullets while the gun itself only holds one at a time. . . unless the developers disagree with that statement, at least.  If we could, I'd nominate rockets and anti material shells to have that sort of thing, even just 2 rockets per slot would be wonderful. I'm sure there are other weapons that would benefit.    :)

I'll leave it to those who have looked at the code and who are smarter than me to determine if this sort of thing is actually possible.