Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Item Stats & Requests Thread
Re: 1.13 Item Stats & Requests Thread[message #11044]
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Mon, 12 September 2005 08:15
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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There's a STI of the F2000 minus FC and Grenade Launcher modules from the UC mod. From the speech/text of one of the gun dealers it looks like the F2000 was, for a while, supposed to be in that mod instead of the L85A2 (aka SA80A2) as the AR with built in 4x scope.
As far as JA2 modding goes, the F2000 and FN's proprietary modules represent could be represented if it were possilbe for attachments to have negative effects on stats beyond weight gain:
1) Talon Grenade launcher would unbalance weapon as mentioned by DurtyDan in the other thread, resulting in penalties - increased AP, reduced accuracy (negative rod&spring and negative laser pointer effects respectively).
1a) FN2000 and it's proprietary GL would have no penalty
1b) FN2000 and the Talon would incure penalties
2) For laser and sniper scopes, a minor AP increase penalty for attachments that only raise Chance-to-Hit (half of anti-rod&spring?)
2a) FN2000 with it's proprietary modules would not be penalized.
2b) FN2000 with non-FN attachments would incure the same penalties as everything else.
2c) M29 OICW and its contemporaries would avoid these penalties as everything is built-in
2d) leave the reflex scope as a moderate CtH bonus with AP decrease
Sorry for sounding like a salesman for FN. To be perfectly honest, I'm not even sure if the results will be worth the effort. The above suggestions involves adding one or two addtional stats to existing attachments, plus an equivalent set of F2000 only attachments, and the new cost to benefit dynamic for attachments might upset the gameplay balance (and some players). Then again this thread is for debating stats.
Given enough time, and code willing (the whole minus thing to the bonus calculations) I'll probably try some of this once I figure out what those xml files mean.
Now all we need is a way to simulate battery usage per shot fired and we'll have a demonstration of the con's of computerized infantry weapons.
And for something really unblancing, realizing in game the M29 OICW project's lofty goal of being cheaper than the equivalent M4/M203+Land Warrior electronics package... Sorry, the delusions of a bean-counter here...
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Re: 1.13 Item Stats & Requests Thread[message #11046]
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Mon, 12 September 2005 21:32
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rayski |
Messages:4
Registered:September 2005 Location: Canada |
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kaiden, that's great to hear! as long as the weapons & items are still internal i'll take it.
er...i'ts not for the German Version though, just plain 1.12 gold. do you have a site i can download it or would you rather email it?
thanks!
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Civilian
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Re: 1.13 Item Stats & Requests Thread[message #11052]
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Wed, 14 September 2005 03:54
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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requests: a ghillie suit. works like a camouflage kit but wears down much slower
can only be aplied once.
maybe that is hard to to, but i`ve been thinking about even weirder stuff
new skill: combat diver or something. They can use scuba suits to swim faster and very stealthy.
would that be possible? i know, you guys are into more important stuff, but silent diving/ swimming action would add something to stealth maps/ missions
maybe a camo kit that has a strong bonus when used in high water would do the job
@durty dan
i guess i have pictures around for all of that guns apart from Sig 550 sniper (my picture is not so good, maybe use the one from bloody grounds mod) and MK48
also got only one FN Scar version by today. Not all of the pics art ingame tested though
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11061]
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Wed, 14 September 2005 08:26
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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there is a ghillie suit in UC pictures somewhere. i don`t know by when i get to my labtop so maybe somebody can send it earlier than i can
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11062]
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Wed, 14 September 2005 09:03
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Don't we need a "concealed weapon" Stat to add to the RPG atmosphere? Something simple, a yes/no (0/1) flag to set a weapon as concealable. Then there would have to be a faction or scripted NPC response to react to said flag. You can walk among the certain factions or near certain NPC's without going into combat as long as the merc's in line of sight do not carry any weapons flagged as not "concealed."
Closest thing in game is Elgin, if he see's you with the Chalice he goes hostile. Likewise if you pass by a NPC "guard" with a readied weapon, or a LMG anywhere in the Merc's inventory, the normally helpful and friendly NPC (and faction) would go hostile.
This of course would be completely useless in the Aruclo game. (I'm only throwing this concept up for debate and because of all the RPG talk.) Long term, really really long term, for any mod that involved "neutral" countries/factions, there could be instances where Merc's had to a cross border or checkpoints unarmed, or with only concealed firearms like a Derringer, PPK, or P99 for quests and the like.
Speaking of fine German pistols, the James Bond theme can play in the background when in the presence of such factions. (Ok that last one was just for laughs.)
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Re: 1.13 Item Stats & Requests Thread[message #11065]
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Fri, 16 September 2005 06:48
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i`m looking for a way to upload some stuff. you can find much quality stuff in SNAP`s upload. i think it is in the main thread for the 1.13 mod
than there are pictures from UC, ja2 vengeance, bloody grounds, back to business and so on
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11066]
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Sat, 17 September 2005 13:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i sent you the ghillie suit pics that i found from UC.
would be great to have this as a type of body armour, if that is possible
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11069]
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Sat, 17 September 2005 18:50
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Kaiden |
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Messages:502
Registered:September 2003 |
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Well, the mods have already started
1.13 will always look like vanilla ja2, because it really is. Our goal is to improve the gameplay and make it more moddable, which we have done in leaps and bounds, and will continue to do. Mugsy is actually working on adding even more weapons right now, which is at least something else new.
I like the tile contest idea though, that's a wonderful idea!
I also plan on making an 8000+ savegame for 1.13 though(on INSANE!), as soon as it's close enough to being done that there won't be any detrimental save-game conflicts added later.
But the real fun will begin once modders start taking advantage of the increased customizeability and modability of 1.13 and begin to produce Mods that make older ones look archaic, and hopefully, they'll be able to do it in less than half the time.
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Re: 1.13 Item Stats & Requests Thread[message #11070]
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Mon, 19 September 2005 16:31
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Quote:
I also plan on making an 8000+ savegame for 1.13 though(on INSANE!), as soon as it's close enough to being done that there won't be any detrimental save-game conflicts added later
Wow, that would be hard! (And slow )
Actually, if you've looked at the constants that define deidranna's forces in Insane, you'll see that she does have a reinforcement pool of 8000+ bad dudes. That's just the pool, not counting original garrisons or the starting patrols. Of course, I was feeling a little nice, so there won't always be 32 guys in a sector, but you'll have way more patrols and re-capturing attempts to deal with.
Kaiden, I congratulate you on your supreme patience with JA2 combat
Anyway, back to why I came here to post.
New Guns and Equipment
I need suggestions for the following stats for the following weapons:
Stats:
Damage
ShotsPer4Turns
BulletSpeed
ReadyWeaponAPs
ReloadAPs
ShotsPerBurst
Range
BurstPenalty
Volume
Price
Coolness
Weapons:
AEK 919K
AEK 971
AEK 973
Agram 2000
AICW
AK 47
AK 105
AK 107
AK 108
AK 74M
AKMS
AKS 74
AMD 63
AN 94
AS VAL
AW50
AWM
AWP
Baikal MP 133
Barrett M82B1k
Beretta 501
Beretta 92 Brigadier
Beretta 92 FS
Beretta AR 70
Bizon 2
Browning HP
Browning HP 35
CAR 15
CETME
Colt 635
Colt 933 Commando
Crossbow
CZ 52
CZ 700
CZ 75
Desert Eagle .44
Desert Eagle .50
Erma SR100
FAMAE SAF
FN F2000
FN MAG
FN Minimi SPW
FN Uzi III
FRF
G1.1 PDW
G3KA4
Garand
Gepard
Glock 19
GM-94
GP-25
GP-30
GR2
GR6C
Grach
Groza OC-14
Gyurza
HK MK23 SOCOM
HK M25 BI
HK USP 45
HK 11E
HS2000
Ithaca M37
Jack Hammer
KSVK
L1A1
Lone Eagle
LOS 7
Browning M1919 A6
M41 Pulse rifle
M21
M60E3
M63 Stoner
M76 Zastava
M98
Makarov
Mauser
Metal Storm SurfZone BI
Micro Galil
Mini Dragunov
Mini Gun
Mosin Nagant 1891 30
mr-445 varjag
Neostead
Objective Force Warrior Rifle BI
OTS-11 Tiss
p210 pistol
p210s60 pistol
pecheneg
PKM Kalishinikov
PM
pmm
PPSch-41
Rail Gun
remington m40a1
RG-6
rgm 40
RPD
RPG 27 Tavolga
RPG-16
RPG-26 Aglen
RPK
rpo a
Ruger Redhawk revolver RH-445
Rys-U
sa 80
sa 80 lsw
Saiga 12C
saiga 12k
Sako TRG42
sawed off shotgun
Skorpion vz.61
Sig P226
sig pro
sig sg-542
Sig SG550
SL9SD
Stechkin APS
Sterling L2A3
steyr aug hbar-t
Steyr Aug Para
Steyr Scout
Steyr SSG69
Steyr TMP
Street Sweeper
Super Shorty
SV-98
SVD Dragunov
svt40 full
SVU
SVU A
Carl Gustaf M/45B
Thompson 1928
Taurus Raging Bull pistol
TKV 111
tokarev
TT33 pistol
type 95
Udar pistol
USAS 12
UZI (regular big one)
V-94
Valmet M76
Valmet M82
Vepr 308
Vikhr SR-3
VSS Vintorez
VIS-35 pistol
WA2000 civver such
wfpzf1
Jati-Matic GG-95 PDW
... That should do for now.
Thanks,
MM
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Re: 1.13 Item Stats & Requests Thread[message #11075]
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Tue, 20 September 2005 04:50
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Thanks, John, I've actually got a MyWeaponsUB.txt that was in your archive (it was how I was able to identify many of the guns )
Wil473,
That'd be great. And don't worry about starting any wars; that's what guns are for
Snap,
Thanks. Hadn't noticed those before. Will take a look.
DurtyDan,
Quote:
Wow mugsy, looks like you are combining all the weapons that have ever been in a JA mod into one mother-of-all-mods.
Not quite. But there should be some more variety anyway.
After I get all the stats for these items done, I'm thinking about creating a few different sets of xml files to go along with them.
Off the top of my head:
1) Regular JA2: Just the original weapons and items and stats.
2) Everything: All new weapons and items are available in Arulco, and through BR's.
3) Eastern: Only Eastern Bloc (Russian, Czech, Chinese, etc) weapons and items will be available in Arulco. Western items and weapons available through Bobby Ray.
4) Western: Reverse of Eastern. (Is this worthwhile? I tend to think of Deidranna preferring Russian/eastern weapons)
Other ideas would be appreciated.
One of the neat things that will happen in the Eastern set will be the fact that if you want to buy Western weapons, you'll also need to remember to buy western ammunition, because you won't find any on dead enemies. (I suppose I could also make the eastern weapons less reliable... hmmm...)
Quote:
This really should be done by one person, or there won't be any consistancy
Fair enough. I've already got a giant spreadsheet going, which also contains all the new attachments, armour and explosives I plan on adding, so I think I'm good
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Re: 1.13 Item Stats & Requests Thread[message #11076]
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Tue, 20 September 2005 06:52
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Quote:Originally posted by Madd Mugsy:
4) Western: Reverse of Eastern. (Is this worthwhile? I tend to think of Deidranna preferring Russian/eastern weapons)
One of the neat things that will happen in the Eastern set will be the fact that if you want to buy Western weapons, you'll also need to remember to buy western ammunition, because you won't find any on dead enemies. (I suppose I could also make the eastern weapons less reliable... hmmm...)
Fair enough. I've already got a giant spreadsheet going, which also contains all the new attachments, armour and explosives I plan on adding, so I think I'm good watch out for a huge consistancy error here: in the original game, the east european/ russian guns only appear in tons of guns mode. ja2 is set at cold war/ post cold war scenarion. politics is held out of it to a certain extend, but what is obvious is that deidranna is NOT a socialistic regime. In the GAME, Ira makes comments from where deidranna has her weapons as well.
as long as you keep the original setting, it is illogic to have the arulcan army use sowjet/ russian equipment
but wiht all the new high end equipment (oicw, aicw etc) were jumping out of the 80ies scenario anyway, so what deidraanas troups have should be what makes the most
in southern america, that would mainly be the M16 rifle and the FN Fal Rilfe and everything else that is available on the american gun market
and please refrain from adding reliability penalties to russian/ east european/ sowjet guns. Because im long enough into weapon modding now to know that particuliarly the weapons basing on AK designs are very rugges and reliable. much more than a Western FAMAS or M16 for instance
concerning the stats we have the problem that default ja2 stats are pretty unbalanced and should be modified in order to make a consistent lineup
i would base general AP usage and damage on weapon class and calibers
for range there are other modfiers like accuracy and barrel length
general pattern for AP usage:
submachineguns and carbines 5 (17 shots per 4 turns)
assault rifles 6 (14)
rifles 7
LMG`s 8
Sniper rifles 7 up to ? depending on weight, size, shape, easyness of handling
caliber modifies burst penalty and AP usage
so a 7.62 NATO rfiles should never have less than 7 AP for the single shot and 11 burstpenalty
5.45 might have a small malus in damage but small BP and AP usage
5.56 would be standard AR caliber
7.62 WP somewhere between 7,62 NATO and 5.56
so sligthly more damage, but higher burst penatly, mediocre ranges
ahh, btw, in original ja2 they summarize three different calibers as 7.62 WP, namly 7.62*25, 7,62*39 and 7,62*54R
these have to be treated as one caliber each
my suggestion is to drop the Type 86 out of the game along with its 7.62*25 TT ammunition
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11078]
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Tue, 20 September 2005 11:23
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I'm with The Scorpion on the whole East vs West arms thing. A large number of MP5 family SMG's and argueably unreliable AR-15 based weapons (M-4, C-7, the 9mm Colt SMG) in the Queen's red shirt forces by mid game. LMG's and possibly newer Western European AR's being introduced late game (G36 family and Steyr's). A few combat shotguns and Designated Marksman Rifles (DMR's) for the yellow shirts. More exotic and specialist gear among the Elites.
As far as Eastern arms, I'd say they're more likely in so-called "rebel" forces. Ira and friends could always have a patron in Cuba...
However standardized arms for the Queen's forces takes some of the wind out of the 5000 item limit that Madd Mugsy has worked so hard on.
And now, caution (and balance) thrown to the wind...
Metal Storm(TM) SurfZone
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Class -> SMG
Calibre -> 9mm Metal Storm stacked rounds
Mag Size -> 72 total spread across all barrels
Weight -> 15 (1.5 Kg)
Damage -> 25
Range -> 20-25 tiles
ShotsPer4Turns -> 20
BulletSpeed -> 23
ReadyWeaponAPs -> 1
ReloadAPs -> 15 (must load multi barrels)
ShotsPerBurst -> 6 -> the old 6 round max from the old WEdit days
BurstPenalty -> 2 (no moving mechanism, just pure recoil)
Volume -> 75
Price -> $5000
Coolness -> 9-10
Notes:
- Obscenely high ROF in Auto-fire (will little cost increase over burst and single shot)
- Electronic flag set
- Fingerprint ID (this is something Metal Storm promotes as being easily integrated into their technology)
- Cannot mount silencer or flash suppressor due to being a bundle of Metal Storm barrels
- Can mount reflex, ACOG, and laser sighting aids
- Was always used as a Rocket Rifle substitute as it was marginally more in the realm of "reality"
- Completely water proof, reliable wet/dry firing (hence the whole "Surf Zone" name)
Objective Force Warrior(OFW) Rifle
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Class -> AR
Calibre -> everything from 4.6mm, (H&K's?) to caseless 4.7mm, to composite and/or combustable cased 5.56mm has been mentioned
Mag Size -> 50 for 4.6-4.7mm down to 30 for 5.56
Weight -> 20 (2 Kg) unloaded
Damage -> 33
Range -> 20-25 tiles
ShotsPer4Turns -> 13
BulletSpeed -> 20
ReadyWeaponAPs -> 2
ReloadAPs -> 5
ShotsPerBurst -> 3
BurstPenalty -> 5
Volume -> 80
Price -> $5000
Coolness -> 9-10
Notes:
- The OFW program seems to be now going by the name Future force Warrior (FFW)
- The OFW/FFW Lethality system is generically described as a lightweight weapon, often with electronic and even networkable fire control (it can call in artillery, mortars, and air strikes as part of so called "net-centric" warfare)
- For above reasons, built in to Hit and to Aim bonuses like the in game OICW. I'm suggesting a 5 pt advantage over the OICW as this is one of those far off projects that might not even make it as far as the xM29 did
- There is occasional mention of 25mm "micro rockets" (sounds like a high damage, low damage radius, very accurate grenades to me)
- The only purpose I can see for introducing this is to put in another weapon to use one of the less common "hi-tech" rounds like 4.6 or 4.7 mm's used by the more exotic H&K guns in game
Advanced Individual Combat Weapon (AICW)
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Class -> AR
Calibre -> 5.56mm + 40mm grenades
Mag Size -> 30 for AR, 3-4 for GL
Weight -> 45 (4.5 Kg) unloaded -> in between AUG and OICW in 1.13 now
Damage -> 30
Range -> 25-30 tiles -> comparable to G36C and other carbines
ShotsPer4Turns -> 13 **
BulletSpeed -> 20 **
ReadyWeaponAPs -> 1 -> SMG like Draw cost as bonus for Bullput layout
ReloadAPs -> 7 -> extra loading AP as penalty for Bullpup layout
ShotsPerBurst -> 3
BurstPenalty -> 8 **
Volume -> 77 **
Price -> $4500
Coolness -> 9-10
Notes:
- low firing cost for the GL, no burst fire as the material out there only names a semi-automatic firing mode. In principle, there is nothing to stop a burst that can empty the entire grenade load (there's footage of salvo firing tests of the 40mm Metal Storm TM technology on their website)
- Built in to Hit and to Aim bonuses like the in game OICW, would use lower values to reflect US lead in this field (except for the whole, lighter weight advantage)
- Electronics skill probably needed for repair, though I would give the AICW a 1-3 pt advantage over the OICW in terms of durability, reliability, and ease of repair due to the whole solid state nature of the Metal Storm launcher
- Essentially this is a lower cost OICW, with carbine instead of full length barrel AR stats, and a smaller number of more powerful 40mm grenades
** from 1.13 AUG
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