Home » MODDING HQ 1.13 » v1.13 Feature Requests » A possible new stat proposal - weapon attunement
A possible new stat proposal - weapon attunement[message #363640] Tue, 31 August 2021 07:42 Go to next message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
During my last replaying the Ja2 campaign it occurred to me how often your mercs tends to change their gun.
While by itself it's part of the progression and expected, I think there could be a little more nuance to it and thought of some principles:

- Mercenaries are not robots: aside maybe from the most experienced ones, it's unlikely they practiced with every weapon model available
- It takes time to be proficient with a weapon: while you might be an excellent shooter, a new gun means that you will learn to adjust your grip and recoil reaction in a slightly different way, same for adjusting optics and changing magazines
- [b]If you spend the time for mastering knowledge of your weapon it will pay off[b]: while it won't make an average shooter a marksman by itself, a deep knowledge of every part of your gun will help you to keep it clean longer, reload a little faster and adjusting recoil a little better.

In terms of game stats, it would mean that changing to a gun you never used before will make you incur a moderate penalty to certain soft stats (like AP to reload, burst accuracy, AP to change targets for example) that will reduce gradually by using it. At the same time, if you spent a long time with that weapon you will get bonuses to the same stats (and maybe reduced gun wear) as you will instinctively know how to handle it like an extension of your hand.

In practical terms, this mechanic could discourage a merc to change a weapon to another unless the stats are worth the penalty, while at the same time give more flavour to some characters like Tex and John Kulba, both of which have their own custom guns.

I'm aware the implementation is likely going to be tricky (as we would need to most likely change the savegame format to track how much time each merc spent with each gun) so I will let you guys judge if it's worth the effort.

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Corporal
Re: A possible new stat proposal - weapon attunement[message #363643 is a reply to message #363640] Tue, 31 August 2021 18:36 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
Previous discussion.

Every weapon in the game has different ID.
Some mods, for example, have modifications which change weapons' id like fold stock etc.
And we could have 2 very similar guns with only painting different for example, they would be treated as different weapons.
So using weapon ID doesn't work well for that.
We either need to add new weapon property which will be only used for this feature, to group similar guns.
Or use general types like AR/SMG etc which makes this feature useless as we already have weapon skills.

[Updated on: Tue, 31 August 2021 18:49]




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Lieutenant

Re: A possible new stat proposal - weapon attunement[message #363644 is a reply to message #363643] Tue, 31 August 2021 18:58 Go to previous messageGo to next message
Asdow is currently offline Asdow

 
Messages:149
Registered:August 2010
You could track it via the uiIndex, but then it has to be externalized and one should be able to add new groupings to take into account mods. For example if a merc spends X amount of time with guns {14, 25, 26, 347, 612, 613, 614, 615, 708, 757, 785}, they'll get proficiency in AK type guns, etc

Some of the lobot filters work with uiIndex in a similar vein, so creating the new xml and its parser could be copied and modified from that code.

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Sergeant
Re: A possible new stat proposal - weapon attunement[message #363646 is a reply to message #363644] Tue, 31 August 2021 22:27 Go to previous message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
I see it's nothing new. Sorry for proposing something old, I went a bit back but not that long.

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Corporal
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