I am ok with this.
[quote=“Binky, post:27, topic:4531”]It [abbr=ftfy]doesn’t add to the immersion for anyone, and[/abbr] just gets confusing/annoying for non-gun people to have to search through loads of different types of guns to find things that are just a tiny bit better than others.
I don’t think it needs to be (or is desirable to be) down to quite ‘pistol, smg, assault rifle’ but I really, really can’t see there being any point in main branch for more than three or four in each class and a few different types of ammo.
This would also help enormously with balance as 104 (or 5, I might have missed one or two) is way too much for even the pretence of balance.[/quote]
So I presume an ideal setup would be ‘light’ ‘heavy’ and ‘elite’ versions of each?
- Flavor/choice.
- Damn dirty casuals! To enjoy shooting things but not the guns. It’s like enjoying eating, but not the foods. >:(
IIRC it’s more like 20, with TONS of variations for each type, (which is the most confusing aspect I’d say). Plus only about half of those are really worth knowing, (.223, .45, 9mm, etc). In addition to those 20, throw in a handful of rockets, plus arrows & things like pebbles like you mentioned.
It really isn’t that many if you look at the ‘type’, and perhaps google them a bit to get a mental picture.
[quote=“Set, post:53, topic:4531”]Here goes my first post in here…
I believe firearms should be limited to a degree where the existing ones are different enough until the firearms code is significantly improved so single shots with different types of guns have different movement/action point costs because AFAIK semi-auto/single shot costs the same amount of time for any gun, plus the time it takes to point, aim and shoot should be considered in the cost for firing a single shot. Furthermore there is no way to do a .json for multiple fire modes (IE: single, 3-round burst, auto), no significant difference between pump-action and semi-auto shotguns, nor a mean of trying to control bursts(as in having the possibility of emptying a magazine in a single burst at a higher cost of time, such as 300 turns(the equivalent of moving through 3 tiles with a regular character). Also there are the matter of how firearms in CDDA have no reliability/maintenance mechanics for now(and that would possibly make the more rugged bow/xbow have another reason to exist besides being quieter). In short it is a long way to go.
Jagged Alliance 1.13 is a good example of how to accomodate combat mechanics for glorious gunporn: firing a desert eagle pistol in that game vs. firing a puny, low stopping power Russian PSM pistol is somewhat like(if not as extreme) as the difference between using a sledgehammer vs. using a switchblade in melee in Cataclysm:DDA. Plus each gun has different reliability. The AKs are effectively inferior in performance to the Diemaco C7A2 when it comes to accuracy and recoil(and speaking of that one, it may have a place inside a “Canadian Mod” for CDDA), but they also were more rugged and required less maintenance
Basically I think this game still hasn’t enough guns but it needs an overhaul of the firearms code before adding more ends having a point, but I don’t think cutting off the already existing variety is a good idea.
I believe in the very, very opposite. Silly and completely obvious shoutout guns from other videogames that are plain ridiculous(including the shishkebab) should be the domain of mods or optional, while a good selection different firearms that exist in real life or that could plausibly exist in the not so near future like the Rivtech guns should be in the main branch.[/quote]
This guy knows what’s up. But then I might be hurting his cause by agreeing with him in this same no-effort post.