Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Suggestions (Weapon accessories, cammo, gear)
1.13 Suggestions (Weapon accessories, cammo, gear)[message #312388] Sat, 24 November 2012 07:01 Go to next message
patchmasterdoom is currently offline patchmasterdoom

 
Messages:12
Registered:October 2012
Location: United States
First off, I'm not overly familiar with the JA2 engine. Some of this stuff may already exist or may not be possible, so please be patient with me.


Gear/Camouflage:
- Uniforms that provide camouflage but no armor(woodland,desert, urban). Uniforms should be heavier than Under Armor shirt.
- Have a Multicam uniform at twice the cost of others. Would provide equally good camouflage in desert/woodland(but less than the environment specific), and only a slight bonus in urban.
- Have camouflage specific TA50(vests, backpacks, etc). Higher price for pre-camouflaged gear. Double that for Multicam.
- Ghillie components wearable without armor.
- Environment specific ghillie suits(but no Multicam).
- Helmet covers/Under Armor shirts environment specific, plus Multicam.
- Perception loss when wearing a helmet, or perception gain(maybe both) when wearing boonie hat(basically some kind of perk to make the sacrifice of armor worthwhile.. or maybe make head shots harder).
- Uniforms would be attachable to armor, kind of like the under armor shirt.
- The existing knee pads should attach to uniform bottom. However if you want armored leggings you should sacrifice the camouflage bonus(for the lower half) all together.
- Higher AP costs to raise weapon and subsequent shots when wearing higher protection value armor. Plates should not add to this penalty. This would only count if the armor would cover the shoulder area. I speak from experience with this. 10 years in the infantry and I can tell you it is a pain in the ass to shoot when your armor covers the "shoulder pocket".
- Plate carriers. Would provide no armor bonus. A small torso camouflage bonus and would allow attaching ceramic/titanium plates. Would be VERY light(less than 1 lbs.) before adding the plate.
- Weight should hinder movement APs a little more (make it worthwhile in some cases to go with lighter armor. I.E. CQB or snipers would not want to be weighed down as much.
- High weight/bulky armor should hinder your camouflage/visibility.
- Tweak camouflage system. Say a merc were wearing all the camouflage components I've suggested. His camouflage should not reach above 75%(ish). The last 25%(ish) would be reserved for the existing camo kits. This would simulate camouflaging the face, hands, and weapon.

Weapon Accessories:

- Generic rail systems to add to SMGs, rifles, sniper rifles, LMGs.
- You shouldn't be able to add grips/lasers/lights without one. The cost to the weapon would be added weight.
- This would not be available for older weapons like WWII era.
- Bipods could be added without, but at a slight cost to accuracy (anything that touches the barrel will hinder your accuracy).
- Some weapons come with these factory. M16A4, M4, M4A1, the SOPMOD M249, M240B(FN MAG), HK416, UMP etc.
- Free Float rail systems for rifles and sniper rifles. Free float means it does not touch the barrel. These would give a slight increase in accuracy. The cost should be more(maybe twice) than the non-free float. It should also weigh a little more.
- Rail system to replace pump on shotguns. This would facilitate the addition of lights, lasers, and grips.
- Tactical Rifle stocks for "rifle grip" type weapons. Would be similar to the EBR stock for the M14. Would add rails and all the benefits there of.
- Precision Stock. Would allow for quicker aiming (both bringing the weapon to bare, as well as "zeroing in". Should only be useable on rifles/assault rifles/sniper rifles that accept stock mods. Price would be twice the cost of folding stock.
- Precision Chassis for Bolt action sniper rifles(but not .50 BMGs, or oddball rifle shapes). Would add a fair amount of weight, but significantly increase the accuracy. The chassis would accept the folding or precision stock, with the accompanying effects.
- LMGs should come with factory bipods.
- HK21/23 should accept/come with bipods.
- When visible lasers are used at night there should be a more dramatic penalties to how visible the using character is. If they are being looked at through NVG's they should be VERY visible.
- IR lasers should ONLY be visible when used in conjunction with NVGs. Visibility should be comparable to visible laser with no NVGs.
- Add visible weapon light.
- IR filter attachable to visible weapon light.
- Visibility penalty when in use should be more dramatic than lasers. Especially when visible is viewed through NVGS.
- Weapon lights should give enemy a vision penalty if shined on them at close range when dark(blind them).
- Laser/light combo re-badge to PEQ-15.
- visible and IR laser, IR only flood light.
- Laser and light penalties to user should only be active when the weapon is being actively aimed. This would simulate a pressure switch being used.
- With this in mind, maybe an "un-aim" hot key should be added.
- Or maybe a hot key that activates/deactivates the laser or light, for a slight AP cost(1 or 2).
- Eliminate 2x Scope. Drop ACOG to 3x as a replacement.
- Add M145 Elcan at 4x.
- Add EOTech. Works the same as reflex sight.
- 3x Magnifier attachment for EOTech. Works like adding a reflex sight to ACOG.
--- Why do this?(More personal experience) EOTechs and elcans are specifically designed to withstand heavy recoil. The military will use them on .50s and LMGs. You will not see them use normal reflex sights or ACOGS on them. The heavy/sustained recoil will damage them with a quickness.
- EOTechs and Elcans could be mounted on any weapon that would normally accept such optics. However ACOGs and reflex sights should either not be allowed on LMGs and high caliber sniper weapons, or should deteriorate very rapidly(as in you should be thinking about replacing/repairing in the time it takes to clear a heavily populated SAM site).

General:
- I agree with other posts for being able to open doors while not directly in front.
- Should not be able to do this with vertical sliding (garage type) doors.
- Lock picking should not automatically open door.
- Lock picking (and crowbar) should still require you to be directly in front of door.
- Add battering ram?
- Add Halligan(Hooligan) Tool? Would work like crowbar with a higher success rate.

That's all I have at the moment.
Thanks for reading!

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Private
Re: 1.13 Suggestions (Weapon accessories, cammo, gear)[message #312390] Sat, 24 November 2012 10:36 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:543
Registered:January 2011
Location: Greece
Welcome patchmasterdoom to the forums.
Most of your suggestions are already possible, by modifying/adding the items to the xmls (use the xml editor for a bit easier time doing it). You may also want to check UC and AIMNAS for a few more items.
The 2 things that are not currently possible are those that mess with light (since the light system is a pain) andthe door opening from the side.
For battering ram and Halligan, we have added skill modifiers to items, so you can have a crowbar that gives the default +20 to open the door, and a halligan that gives a +40, thus makes it easier to open it.

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First Sergeant
Re: 1.13 Suggestions (Weapon accessories, cammo, gear)[message #312394] Sat, 24 November 2012 12:41 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Here's something to read, looking forward to the release of your very own mod Wink

Other than that, what JMich said ... UC is prolly the better place to start for over the top rail systems.

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Captain

Re: 1.13 Suggestions (Weapon accessories, cammo, gear)[message #315907] Mon, 04 March 2013 13:36 Go to previous message
Terraner is currently offline Terraner
Messages:1
Registered:March 2013
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