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Re: weaponmod discussion[message #134601] Mon, 02 April 2007 00:15 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Yes your screenshot shows that. (I noticed a typo in your description too) should be "ONE" round at a time. Wink

I agree the double barrels should not use the reloading "action" if only fired once.

That's your call on how to implement this. If your not going to sell the doubles through BRs then I would just make them already "modified" without an attachment, and just change the description saying it's already modified to fire both barrels. You could have the "modifies" sold through another local arms dealer. Or only as an enemy drop item.

I guess it depends on how much work you want to do. Smile

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Sergeant Major

Re: weaponmod discussion[message #134604] Mon, 02 April 2007 00:25 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
without looking it up, the double barrell's show primarily up in the hands of rogues who don' care much about gun sales regulations. BR doesn't sell any junk anymore, he's more on the expensive stuff on which he gets good margins (The Expensive stuff like SIG, HK, FN and also other common nato stuff like m16's and such)

other local dealers... maybe tony sells them, again, without looking it up. I can edit the description so it sais "modified" i guess that would make sense then

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Sergeant Major
Re: weaponmod discussion[message #134606] Mon, 02 April 2007 00:38 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Right. Any of the "pawn shop" type dealer's would more than likely carry them. "Rogues" like to pawn stuff that they have stolen. And Tony, Keith, Jake could carry a few of them. And maybe even the bartender's could have 1 or 2 for sale. Bartender's alway's have a nice little sawed-off behind the counter.

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Sergeant Major

Re: weaponmod discussion[message #134659] Mon, 02 April 2007 14:29 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
thanks for the help. I think i also figured a way to have the bad guys primarily use buckshot on their shotties again. Makes much more fun if a hailstorm of buckshot hits a wall right next to some of your mercs compared to one single bullet.
The single bullet thing is what the bad guys have rifles for Wink

will need to test that though.

[Updated on: Mon, 02 April 2007 14:29] by Moderator

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Sergeant Major
Re: weaponmod discussion[message #136694] Mon, 23 April 2007 21:10 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
after a rather long time where we just polished up the pics (majority of pics are now in the same style pattern, not the previous mix of pixel-pulps on the one and creative handdrawn pixel art on the other hand)i'll be adding some more stuff again.

some .30 Cal guns on this screen

http://img125.imageshack.us/img125/9049/30calxc7.th.jpg

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Sergeant Major
Re: weaponmod discussion[message #136695] Mon, 23 April 2007 21:15 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
also, i think i've found a way to include the SV-99 to the game

http://img504.imageshack.us/img504/8287/sv992bd5.th.jpg

small range, need to hit unprotected spots, it's a stealth issue

http://img504.imageshack.us/img504/9678/sv99applicationrf3.th.jpg


however, i think as far as the weapon mod part of this is concerned, the player will only see a small fraction by default. I think i'll leave it up to players to make more guns available in the normal course of the game as it's getting to be rather complicated to keep track now

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Sergeant Major
Re: weaponmod discussion[message #137280] Tue, 01 May 2007 13:11 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
here an example of how enemy gun choices works.
i'll show two sector inventories generated exclusivly over enemygunchoices, from two battles following each other. so almost the SAME progress level

http://img291.imageshack.us/img291/5319/invelitestj3.th.jpg

see the LMG's and stuff?

and here's the next battle:

http://img245.imageshack.us/img245/5691/normalinvpu7.th.jpg

the quality of guns is WAY lower, even if the battle was a ouple of hours LATER

the difference is that the first battle was against elites with all of them rather strong settings in the map file.

you'll see guns from level 8 in the first screen or so compared to level 4 or so in the second screen

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Sergeant Major
Re: weaponmod discussion[message #137290] Tue, 01 May 2007 15:08 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1012
Registered:September 2006
Location: Far far away.
Notes for your DB shotgun memo. Even if you could you wouldn't want to fire both barrels at once; the recoil would be too great. On a hare trigger though both barrels can be fired near simultaneous; a two shot burst in effect the second shot only requiring 3aps or so. The pain with a dbs is the long manual reload which should in reality take a whole turn to complete. That's why police dudes use the pump type or those semi-auto monsters.

:evilkitty:

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Sergeant Major
Re: weaponmod discussion[message #137396] Wed, 02 May 2007 18:07 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i used a burst setting on the doule barrelled thingies to make them an interesting CQC choice. i believe that at least early on as enemies are hardly protected, the player should be able to kill one enemy in one turn. the 2 shot burst allows this (while hard to achieve)

you can use the next turn to reload back in cover Wink

pump action and semi-autos have the advantage of a magazine, but often fail to kill in one turn.


btw, just ading this next inventory screen.

http://img395.imageshack.us/img395/650/admininviq4.th.jpg

this is even AFTER the two above shots (3-4 battles later, actually), from a sector i encountered only admins.
just wanted to show the enormous difference on weapon availability that's caused by the mass elites around and how much more differentiation between enemies can be achieved with enemy types and map settings.

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Sergeant Major
Re: weaponmod discussion[message #137726] Sat, 05 May 2007 19:41 Go to previous messageGo to next message
LCJr.

 
Messages:83
Registered:November 2001
Will Gates
The pain with a dbs is the long manual reload which should in reality take a whole turn to complete. That's why police dudes use the pump type or those semi-auto monsters.


Not really. You can hit the release with the thumb of your firing hand and a flick of the wrist and gravity will open the breech and eject the empties. At the same time you can be reaching with your offhand for two more shells.

Looking at your inventory screen, nice to see the Schmidt-Rubin made it.

[Updated on: Sat, 05 May 2007 19:45] by Moderator

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Corporal 1st Class
Re: weaponmod discussion[message #137749] Sat, 05 May 2007 23:24 Go to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yeah, i added quite a bit of vintage stuff for the early game stages. the m1 carbine, m2 carbine, m1 garand, k31, k31 sniper providing gp-11 ammo, some guns using 8mm mauser (m98, mondragon) ammo so the player has a second source for this ammo type apart from the zastawa and so on.

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