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1.13 Weapons, Tons of Guns, and Finding that Balance [message #341954] Tue, 04 August 2015 20:35 Go to next message
KyBaby

 
Messages:9
Registered:February 2015
Location: United States
From many of the "preferred settings" that people have mentioned on this site and even my own tendencies, it seems like the "Tons of Guns" setting is practically the JA2 default. I can certainly see why - "Tons of Guns" adds a lot to the game. Without it, you lose some pretty major mechanics. You'll be saying goodbye to everything from cold-loaded ammunition to upgradeable armor (ex. Recon Twaron Vest) to almost all of the attachments. That's not to say that this setting is perfect though; I feel that it is needlessly bloated with items that serve to check off world.guns entries rather than add anything to the game (the expansive selection of AK and AR clones and variants is an obvious example).

I'm trying to find a compromise that creates a full-featured experience without losing focus. To this end, I was wondering how other people chose to address these issues. What weapons, armors, or items do you allow in your games? Which do you banish? Why?

I'm still in the early stages of my own editing process, but these are my goals:
1. Trim the fat
2. Prioritize weapons/armors/items that add something to the game
3. Stick to the timetable (1998) (EDIT: Thanks DepressivesBrot for correcting my original time period mistake.)
4. It's not just about whether or not a weapon existed; it's about whether or not it was a serious or available choice (The Desert Eagle comes to mind as a well-known production pistol considered unsuitable for actual operations.)
5. My image of Deidranna's army is that of a semi-regular force with relatively standardized weaponry. With DepressivesBrot's comments in mind, I would consider equipping them with NATO weapons, the effectiveness and modernity of which would rise with game progress and enemy type.
6. My image of the mercs is that (through Bobby Ray's) they can acquire most types of weapons, but are still limited to available, production weapons that make sense.

Those are my thoughts, I would love to hear others' thoughts and suggestions.

[Updated on: Tue, 04 August 2015 21:40]

Re: 1.13 Weapons, Tons of Guns, and Finding that Balance [message #341958 is a reply to message #341954] Tue, 04 August 2015 21:27 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3801
Registered:July 2009
The basic outline is sound, though there are two issues:
1) It is at least 1998, Enrico married Deidranna in 1988 and she's been ruling for 10 years or so as per the RIS report.
2) Please rethink using the old 3rd World Banana Republic = WP Stuff cliché, it is pretty clear that Arulco is -or used to be- a proxy of the West as evidenced by the HMMWV's, M48 Pattons, F-4 Phantoms and M16 rifles in the intro videos.



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Re: 1.13 Weapons, Tons of Guns, and Finding that Balance [message #341959 is a reply to message #341958] Tue, 04 August 2015 21:34 Go to previous messageGo to next message
KyBaby

 
Messages:9
Registered:February 2015
Location: United States
Thanks on both counts! 1998 make a lot more sense. As someone less involved with the game, I never noticed the Western stuff (and I always disable the intro). Given what you said, I will try to move my item choices in that direction. Do you have any suggestions with regards to what kind of equipment would best suit the military of this more West-oriented Arulco?
Re: 1.13 Weapons, Tons of Guns, and Finding that Balance [message #341965 is a reply to message #341959] Tue, 04 August 2015 22:21 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3801
Registered:July 2009
Pretty much the usual suspects. Uzi's, Sig's, early M16 variants that have been surplussed, nearly all the old roller locked HK's, most of the older FN stuff, some AUG's. Specifics of course depend on how you want to approach progression.



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Re: 1.13 Weapons, Tons of Guns, and Finding that Balance [message #341977 is a reply to message #341965] Wed, 05 August 2015 20:06 Go to previous message
sevenfm

 
Messages:1585
Registered:December 2012
Location: Soviet Russia
Quote:
1. Trim the fat
2. Prioritize weapons/armors/items that add something to the game
3. Stick to the timetable (1998) (EDIT: Thanks DepressivesBrot for correcting my original time period mistake.)
4. It's not just about whether or not a weapon existed; it's about whether or not it was a serious or available choice (The Desert Eagle comes to mind as a well-known production pistol considered unsuitable for actual operations.)
5. My image of Deidranna's army is that of a semi-regular force with relatively standardized weaponry. With DepressivesBrot's comments in mind, I would consider equipping them with NATO weapons, the effectiveness and modernity of which would rise with game progress and enemy type.
6. My image of the mercs is that (through Bobby Ray's) they can acquire most types of weapons, but are still limited to available, production weapons that make sense.

I usually reduce general number of weapons/equipment in my games:
- remove all MOLLE items because pockets inside pockets is too much for me, and maybe reduce standart equipment like leaving only few packs/backpacks
- leave about 100 weapons that can fill all roles and levels
- remove most of non-standart ammo (cold and aet), leaving only few exceptions

I also like improved weapon progression like in SDO mod, where enemy starts with small smgs, m1 carbines and hunting rifles and not only crappy pistols.

Also there's a good info (from ja2.su forum) about most popular weapons in latin america, it can allow you to avoid popular mistakes like arming rebels with Stechkin auto pistol (which is very rare and expensive even in the country it was manufactured).
Also 9x18 and 5,45x39 are not very popular in latin america afaik (they prefer 9x19 and .45 for pistols/smgs and 7.62WP for their AKs)
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