[spoiler= @Neon][quote=“Neonwarrior, post:48, topic:14077”]Watching Kevin and Coolthulhu go at it in these suggestion threads is the reason why I come to this forum! Kidding.[/quote]
I enjoy debates, just as long as they don’t get heated, the alternating viewpoints are quite interesting to see.
So, Coolthulhu wants to reduce the number of skills based on his own opinion that there are too many. Kevin wants to flesh out the system even more for the sake of realism and because replacing the current system is a lot of work. Both of you guys have good ideas.
Um... I think you are mistaken. Kevin hasn't stated a specific viewpoint yet that I've noticed, except for the general and that you have to think carefully about the whole before making any rash decisions one way or another, else you risk abandoning the game's roots and getting something where the whole is not meshed well.
Here's my opinion: sorry Coolthulhu, but I just don't know if merging the skills into "small guns" and "big guns" like Fallout: New Vegas is the solution, nor is taking away any of the 8 ranged skills already in the game. Each ranged skill category should represent true understanding and knowledge of a certain type of weapon, down to the components themselves, recoil patterns, and techniques. Having a high skill level in them means that you should be proficient in the operation, maintenance, and modification of those specific weapons. It's not realistic to merge these together, and C:DDA is aiming to be realistic.
If your going to get that involved in learning the specifics of a weapon you might as well make it weapon specific. THIS smg, THAT AR-15, MY Remington .22. You have to be careful about getting TOO realistic, because then your spending half your play time shitting in the woods and fixing micro-tears in your clothing where tree branches caught.
SMG’s are pistols that shoot fast. They are a rifle without any range. there is not a different mechanism specific to smgs
The real gun groups are: pistol, shotgun, rifle, sniper/marksmen, launcher, heavy/mounted and misc. Anything else borrows from 1 or more of these. Although even that can be changed up because like all things in the real world, there is no ‘perfect’ categorizing system because categorizing has sharp black-and-white sorting style.
Shotguns would fold into rifles except they have a different chambering system, slower shot that requires leading a fast target (the art of skeet shooting) So they get their own category.
Pistols, are really only small rifles, but actually require a different stance, draw style, foot placement, recoil management (training) etc… but the mechanism is the same, unless you look at revolvers, which are simple and straightforward in concept. So they get their own category.
sniper/marksmanship could really be held as more of an art of math and instinct then a weapon style & understanding. Sniper style weapons don’t function any differently, they just require far more training to use at the ranges they were intended for. Anything in regards to this could be called ‘applied ballistics’ except CDDA doesn’t support those kinds of ranges anyways, so is a mute point and marksmanship skill is fine.
launchers are a clear separate category, except for some variance within, and some bizarre weapons that fall in-between categories
All said in done its a balance between game-play, realism(or better yet, intuitiveness), coding time, file space, and CPU drain.
The number of skills should remain the way they are because it represents the reality that, yes, there are many types of guns out there and they are all operated differently from each other. -snip- It’s not simple—you can take classes to learn these techniques, and they teach them to you in the military.
again there is ALOT of overlap between categories, and with the way they scale, it could be put down to ‘general gun knowledge’ just fine. At short range, there is nothing complicated.
Firing the weapon comes down to stance/bracing, gaging distance, proper aim, and recoil control.
Maintaining the weapon mostly comes down to oiling and scrubbing, with advanced care requiring machine-work and part replacement. With as much overlap as there is, no weapon specific knowledge should be needed, except for measurements.
You want to merge rifles and shotguns together as the same skill group, or perhaps merging them all into small guns and big guns. -snip-
no comment, aside from whats already been said
Same thing for the other 6 skills.
Eh, SMG’s id like to see get collapsed into a combo of rifle and pistol.
Yes, it's true, a certain level of skill with using firearms carries over to other firearms-snip-
^ exactly this, there is TOO much carry over to validate them to *all* get their own separate category for training.
but every other aspect of operating the shotgun—like reloading it and maintaining it—will be foreign to you, though to be fair it isn't very difficult in comparison to a rifle.
What? what kind of alien tech weapons are we using here? The barrel sizes are different, the mechanisms etc.. but its hardly a 'foreign concept' lazer rifles and plasma I can see having this, but all the advanced maintenance would fall into the already bloated fab skill. Fab shows much too much vagueness to be able to hold an argument for MORE specific gun categories.
Coolthulhu, you want to balance out all, or at least some, of the weapon types so that they aren't overshadowed by Rifles. That is understandable from a video-game perspective where everything has to be balanced to encourage different modes of play, but as for me, I think rifles SHOULD be the best weapons in the game-snip-.
All good here, 100% agreement, with the exception of more 'advanced' weapons. I had this same disagreement with Kevin over gun ranges before conceding that game balance was more important.
Assault rifles are the end-game weapon in reality, and so they should be the end-game weapon in the game too.
Nope. Assault rifles are an all-stage weapon. more advanced weapons/variants with military upgrades and the like, sure, endgame.
the point of this game: to be realistic.
THIS. This right HERE, is your key mistake. This game ≠ realistic. It draws from realism for intuitiveness. Kevin has a LIST of things he WILL NOT put into the game because they prioritize realism over game-play. This is not a valid argument to make.
Now, this isn't to say that there isn't some balancing to do. I think that rifles DO over-perform at least a bit, because of the whole "accuracy is always better" meta going on. Once they figure out how to fix the aiming acquirement problem, I think it will give more reason to forgo your AK or your bolt-action and pick up a Scorpion instead.
Ughhh, did you have to say it like that? Your going to make me have to go back over there and argue against smgs again. Such cringe. Smgs should be good crowd control weapons, and low-skill anti-dodge weapons when ammo is not precious, or less important than immediate survival. A niche gun in a survival game, nothing more.
Also, as an off topic, I would love to see ranged abilities that are performed with the same vein as melee moves. Maybe things like a quick-shot, holding your breath, putting the gun directly to a zombie's skull before firing, spray-n-pray to hit several targets in front of you with a machine gun, shooting and moving at the same time—risky and versatile moves that would be possible with certain types of weapons to help differentiate them a bit. Oh, and having a system where your character becomes more familiar with an individual weapon would be cool, as everyone realistic does prefer certain guns over others, even if they're the same type.
Eh there is various aim methods, but I would love to see a 'point-blank usage, and run&gun, and a better way to spray&pray. Gun comfort/favoritism would be nice too, but I’m not pushing for it in a survival style game. would be more of a liability in such a situation.
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