Ideas for the game's weapon system. 🏴‍☠️

  • Before we start

    I want to thank @mferr11 because his idea of ​​weapons made me think of this one. Think of this idea in conjunction with your system to hold two weapons and the new weapons, including Boarding Axe and @Jusey1z Grenade Launcher ideas.

    This post contains ideas that completely change the weapon system of the game, in order to solve the "problem" we have with the double gun.

    However, before implementing it, we need to resolve the guns reload bug, making it possible for animation to exist between weapon changes that cannot be paused, even with macros.

    It would also be interesting that these weapons were part of the character's style, appearing on his body. In this case, pistols and blunderbusses would appear attached to a belt that passes the chest, swords next to the waist and Eye of Reach on the character's back. I will cite an example in this post.

    Another thing I want to do with this idea is to make battles more dynamic, with more swords, cannonballs and less guns.

    Less damage, more action

    One of the complaints that I see in the communities is the high damage of some weapons and the OHK, we will reduce in this system, the damage of all weapons by 50%. With that we would have more intense and strategic battles, possibly reducing spawnkills, ship invasions without any purpose and increasing battles between ships. So, say goodbye to your blunderbuss shot that kills instantly... 😭

    Weapon selection

    I will cite examples on the Xbox, I don't know the commands on the PC.
    Swords (and derivatives) would be selected by pressing Y. Weapons would be selected by holding Y for half a second. In this way, we would also reduce the use of only weapons, because in addition to needing reload time, they would need more time to select, even if this time is small, it makes a difference in a battle.

    More guns, less bullets.

    Here we need to use our imagination a little, Blackbeard, one of the most famous pirates in history, was sometimes described as a man who carried 6 pistols attached to belts that passed through his chest.

    The idea here is that our characters no longer carry a weapon with five bullets, but that they have limited weapon slots, with one shot each weapon, and each weapon with a different definition of space.

    Out of a total of 10 weapon spaces, Swords and Eye of Reach would use 3 spaces each. Pistols and blunderbuss 2 spaces each. I could load, for example, 3 Eye of Reach with one bullet each.

    Hit with the handle of guns

    The idea is that guns have a secondary knockback option when they are unloaded. When pressing the aim button, the character would take his weapon by the barrel and hit the opponent, pushing back. This action would also do little damage to the enemy, something around 5%. It would be fun to see someone dying after taking 20 strokes of this.

    Reload

    Just go to the ammo box, but each weapon here needs to be reloaded separately once selected. It will be possible to cancel the animation, but it would be done again by selecting the same weapon if previously canceled.


    Of course, it is an idea that needs to be better elaborated, but I prefer to let it go to the community so that it can be discussed and improved.

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  • @targasbr said in Ideas for the game's weapon system. 🏴‍☠️:

    Before we start

    I want to thank @mferr11 because his idea of ​​weapons made me think of this one. Think of this idea in conjunction with your system to hold two weapons and the new weapons, including Boarding Axe and @Jusey1z Grenade Launcher ideas.

    This post contains ideas that completely change the weapon system of the game, in order to solve the "problem" we have with the double gun.

    However, before implementing it, we need to resolve the guns reload bug, making it possible for animation to exist between weapon changes that cannot be paused, even with macros.

    It would also be interesting that these weapons were part of the character's style, appearing on his body. In this case, pistols and blunderbusses would appear attached to a belt that passes the chest, swords next to the waist and Eye of Reach on the character's back. I will cite an example in this post.

    Another thing I want to do with this idea is to make battles more dynamic, with more swords, cannonballs and less guns.

    Less damage, more action

    One of the complaints that I see in the communities is the high damage of some weapons and the OHK, we will reduce in this system, the damage of all weapons by 50%. With that we would have more intense and strategic battles, possibly reducing spawnkills, ship invasions without any purpose and increasing battles between ships. So, say goodbye to your blunderbuss shot that kills instantly... 😭

    Weapon selection

    I will cite examples on the Xbox, I don't know the commands on the PC.
    Swords (and derivatives) would be selected by pressing Y. Weapons would be selected by holding Y for half a second. In this way, we would also reduce the use of only weapons, because in addition to needing reload time, they would need more time to select, even if this time is small, it makes a difference in a battle.

    More guns, less bullets.

    Here we need to use our imagination a little, Blackbeard, one of the most famous pirates in history, was sometimes described as a man who carried 6 pistols attached to belts that passed through his chest.

    The idea here is that our characters no longer carry a weapon with five bullets, but that they have limited weapon slots, with one shot each weapon, and each weapon with a different definition of space.

    Out of a total of 10 weapon spaces, Swords and Eye of Reach would use 3 spaces each. Pistols and blunderbuss 2 spaces each. I could load, for example, 3 Eye of Reach with one bullet each.

    Hit with the handle of guns

    The idea is that guns have a secondary knockback option when they are unloaded. When pressing the aim button, the character would take his weapon by the barrel and hit the opponent, pushing back. This action would also do little damage to the enemy, something around 5%. It would be fun to see someone dying after taking 20 strokes of this.

    Reload

    Just go to the ammo box, but each weapon here needs to be reloaded separately once selected. It will be possible to cancel the animation, but it would be done again by selecting the same weapon if previously canceled.


    Of course, it is an idea that needs to be better elaborated, but I prefer to let it go to the community so that it can be discussed and improved.

    I just want to club someone when you've shot off all five of your balls and have other pistols that work like real black powder weapons

  • @targasbr Disregarding my thoughts on the game itself, I was impressed by Blazing Sails' weapon variety.

    We can see different types of flintlock pistols, muskets, sniper rifles, a hand cannon, bows, cutlasses, bottles, crossbows, clubs and a fish launcher. Rare, why don't we have a fish launcher in game yet? Would actually give some use to those damn splashtails...

  • @mferr11

    It seems to have a lot of variety, but I don't think it's a game that goes beyond that. However, it seems to be more fun than the arena... Looks like mixture of BlackWake and Sea of Thieves

  • I disagree with some of the ideas here. The only thing I think that needs to be changed, gun-wise, is the Blunderbuss and that's easy. Fixed spread with one pellet removed so no more OSKO but it is also buffed and more reliable to use.

    Being able to two shot with guns is fine in my eyes and you want direct combat itself to be quick. Making it slower is not a good idea.

  • @jusey1z What I wanted to do was to make the fight slower. I see fighting games as an example, a fight where one player beats the other until he kills, with a perfect, with no chance of fighting back, it is quite boring.

    What we have now is as if everyone were OP, just a few hits and death is certain. With less damage, battles would be longer and more exciting, not a war to see who shoots first.

  • @targasbr said in Ideas for the game's weapon system. 🏴‍☠️:

    , not a war to see who shoots first.

    I've won fights where I didn't shoot first... There is more to fighting in this game than just shooting each other. You can dodge, evade, bait out shots, and many more things.

  • @jusey1z said in Ideas for the game's weapon system. 🏴‍☠️:

    @targasbr said in Ideas for the game's weapon system. 🏴‍☠️:

    , not a war to see who shoots first.

    I've won fights where I didn't shoot first... There is more to fighting in this game than just shooting each other. You can dodge, evade, bait out shots, and many more things.

    In theory you're right, in practice, whoever has a double-gun and macros, or who is more sneaky with a blunderbuss, usually wins.

  • @targasbr said in Ideas for the game's weapon system. 🏴‍☠️:

    In theory you're right, in practice, whoever has a double-gun and macros, or who is more sneaky with a blunderbuss, usually wins.

    Nerf Blunder's damage (while buffing it's accuracy) and buff Sword. The other guns are fine as is. Also, obviously fix any exploits but that's an obvious yes.

  • @jusey1z said in Ideas for the game's weapon system. 🏴‍☠️:

    @targasbr said in Ideas for the game's weapon system. 🏴‍☠️:

    In theory you're right, in practice, whoever has a double-gun and macros, or who is more sneaky with a blunderbuss, usually wins.

    Nerf Blunder's damage (while buffing it's accuracy) and buff Sword. The other guns are fine as is. Also, obviously fix any exploits but that's an obvious yes.

    You clearly haven't read the whole concept of my idea.

  • @mferr11 said in Ideas for the game's weapon system. 🏴‍☠️:

    @targasbr Disregarding my thoughts on the game itself, I was impressed by Blazing Sails' weapon variety.

    We can see different types of flintlock pistols, muskets, sniper rifles, a hand cannon, bows, cutlasses, bottles, crossbows, clubs and a fish launcher. Rare, why don't we have a fish launcher in game yet? Would actually give some use to those damn splashtails...

    I like their version of our EoR I am seeing in the picture. It actually looks like a flintlock of the period more than SoT's modern hunting rifle design.

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