This is a long post, so yeah….. And my AuDHD kicked in, and I am now fully sending this, so I am shooting my shot haha.
Note: I designed this to add further depth to the weapon system and to give people the ability to design unique builds. This is a bit excessive, but early access is early access, so maybe I can influence an awesome change. I just started playing recently, so if some ideas already exist, I apologize.
It will be awesome to implement weapon perks in dead drops. Think of something like Destiny. When you roll a dead drop, the weapon will roll with random attachments and unique perks. The color of the drop determines the number of perks and attachments it receives. A way to balance is to include a point system in each perk. For example… a barrel perk that reduces recoil by +1. Then you can get other rolls that add to the stat. Low-pressure ammunition, which also +1 to the stat. You can also have perks that drop the stat. Less say if you have the same perks above, but you get a perk that swaps the caliber of the weapon. Let’s say an AR-15-pattern rifle is chambered for .300 Blackout cartridges. With a -1 in recoil reduction but +1 in damage and -1 in range.
Here are some ideas - Note: Less detail for timesaving. Most of these are practical and down-to-earth. I am also adding crazy fun (CF) ones just cause (maybe have these in the custom mode).
2 types of perks:
Intrinsic: Only 1 for the category can exist
Augment: Can be added onto the intrinsic and further change the properties
Note: Standard version of the perk can still be included with drops but I have not listed it.
Barrel Intrinsic Perks:
-Extended: Hit targets farther, faster, and accurately.
-Short: Better ADS, lighter, shorter (hug areas closer without being forced to aim up).
-Super Short (CF): What is accuracy? Spray pattern is permanently a short, wide cone.
-Super Extended (CF): Literally double the length
Barrel Augments:
-Heavy: reduces recoil even more
-Light: reduces weight
-Double (CF): Literally adds a 2nd barrel. It can now fire both barrels synchronously or asynchronously.
-Curved (CF): Permanently curves the barrel left or right. A heavy soldier stepped on it, and you can't fix it.
Reciver Perks:
-Spring: Changes firerate and recoil. Has a random negative or positive value that changes the strength.
-Chamber: Changes the caliber of the weapon and ammo count in the magazine. Limited by gun type. Varies between .22lr to .50 Beowulf.
-Trigger Group:
-Auto Sear (single-shot weapons only)
-Match Trigger: Increases the firing rate of the single-shot setting.
-Binary Trigger: Single-shot shoots when pulled and released.
-Burst/Hyperburst: 3-shot or 2-shot burst mode.
-Yes (CF): Locks firemode to hyperburst BUT fires in bursts of 1-5 randomly
-Manual (CF): Internals are borked. You have to pull the bolt back manually, sorry.
-Unsafe (CF): Your selector switch broke.Every trigger pull picks Safe, Single, Burst or Full Auto randomly
Other (CF/Unique - will change the weapon completely):
Laser mod: No bullets, only beam (infinite range, infinite ammo, no damage bonus)
Plasma mod: Blarg. You fire plasma bolts (More damage to armor but slower velocity)
California mod: 10 rounds max, single shot only, and you have to use stripper clips to reload the gun. (You get all the cartridge augments + unique rounds, and you can custom load it)
Gun Club mod: Your gun does not shoot anymore, but you lift too much, so you get heavily increased melee damage. Also, your gun is a club now.
Cartridge Augments:
Bullet:
FMJ (normal)
Hollowpoint (normal damage to armor, increased damage on flesh)
Tungston Core (normal flesh damage and bonus armor/pen damage)
RIP (no damage to armor, double damage to flesh/broken armor, 1 shot headshot)
Magnum (Heavier bullet and causes knockdown or flinch to a target)
Incendiary: Light damage over time
SLAP (reduced flesh damage but extremely high armor pen)
Pressure: On roll generation, it selects a value that increases or decreases the cartridge's pressure.
So how does this work in the game? Change the price of the dead drop to the same amount of money when you start a run. If you roll a dead drop, you get randomized attachments, perks, and augments. The color rarity determines the count of the total rolls you start with. If you buy a normal gun, it will start at base stats + attachments. You can spend money to add perk rolls and the ability to reroll and replace the perks you want. To get perk rolls, you just need to complete 1 mission. Each mission completion will grant you a weapon perk roll. When you get a skill roll, you get +1 to the weapon perk roll, and it becomes +2 if it is a 2x skill roll. With that +1 or +,2 you can roll or replace a randomly selected perk with a set of different ones + the original. The perk rolls are persistent. So if you die or get a new weapon, it will have the total amount of rolls you earned in the run + the free rolls depending on the weapon rarity.
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New
Feature Request
About 1 month ago

lorenzo gallo
Get notified by email when there are changes.
New
Feature Request
About 1 month ago

lorenzo gallo
Get notified by email when there are changes.