deuxhero
Arcane
The market idea has potential.
Games tend to have problems when modeling firearms, because as you say, quite often one shot is enough which is not very gamey, and if it all boils down to who gets the drop on who, why have weapon progression at all.In reality a 100 year old Colt 1911 will still disable most targets you hit with one shot. If you want to have weapon progression then just abandon realism and have higher tier guns be better "just because". If you don't want to increase damage then accuracy and rate of fire are good candidates.
Indeed, it felt that way in nuXCOM, however, having weapons that are retina/digitally locked to their user would make sense in a not too futuristic settings with some form of gun control.Enemy weapons blowing up always rubs me the wrong way. I figure, the whole point of designing an encounter with enemies wielding cool trinkets is that the player gets that "hey cuntnugget, that's MINE!" moment. Take that away and you get this feeling of being cheated.
NuSEXCUM felt particularly ham-fisted, imo, because they could at least try and justify it by differences in anatomy, make it so that the weapon needs to be modified for human hands, and even then the ergonomics is just off so we're better off just building it from scratch.
Sure, denying technology for the enemy to study is a thing, but nobody would do that for small arms. Heavy equipment, entire machines of war could self-destruct, but that doesn't make a lot of sense for pistols and rifles.
Problem with STALKER was the main thing separating weapons is what accessories/upgrades they could take (limits which rarely had basis in reality), and guns otherwise felt very samey.
That mostly stems from gamedevs being unable to provide meaningful progression, or actually meaningful differences between items without making better items faceroll tools.Enemy weapons blowing up always rubs me the wrong way. I figure, the whole point of designing an encounter with enemies wielding cool trinkets is that the player gets that "hey cuntnugget, that's MINE!" moment. Take that away and you get this feeling of being cheated.
But why should there be one? They are tools optimized for the same purpose and sharing the most crucial parameters in the form of using the same cartridge.What might be a fairer point is that there is rarely a massive difference between guns of the same calibre, but that varies heavily.
Tie it to faction reputation. Only enough street cred should make the top of the line arms dealers give you the time of day.
But why should there be one? They are tools optimized for the same purpose and sharing the most crucial parameters in the form of using the same cartridge.
They are still different enough to allow for individual favourites.
But why should there be one? They are tools optimized for the same purpose and sharing the most crucial parameters in the form of using the same cartridge.
They are still different enough to allow for individual favourites.
I agree, and I tend to get annoyed when a gun of the same calibre and barrel length mysteriously has 10% extra damage in games.
I tend to think firearm progression should primarily be based on ammo calibres. This also works well with keeping lower tier weapons useful, as you can make high end calibres rarer depending on the setting.
problem is, most of these stats aren't all that important in a videogame. Stable grip and less recoil - something you can live with (assuming it's an action-rpg). Low range - just move closer, maps are usually small anyway (unless you're playing arma or something).So a better gun just may have a more stable grip, less recoil, higher accuracy and range, etc, rather than doing more damage.
Still, a small play area still lets you focus on CQB, with battle outcomes being decided by miliseconds and preparation (and there's plenty of places to draw inspiration from: Door Kickers, Rainbow Six, etc.).
Making firearms scale without just making "cooler"Ammo types.
I can't believe all the multi-paragraph things I've read that the neck-beards have posted here.
Zep--
I think the main problem here is the dogma that people have to have new shiny things every five seconds. If you don't have that requirement, then you can use the same shotgun all the way through the game, upgrade it a bit as you go, and come to love it.
So a better gun just may have a more stable grip, less recoil, higher accuracy and range, etc, rather than doing more damage.
I'd argue 7.62 isn't an RTWP game, but an RTS that allows pausing between orders (which is quite common in the single player campaigns of more modern ones) and gives exact time estimates of how long an action will take. There's no internal "turns". That's kinda beside the point though.
Yes, that's what RTWP means (except it does not need to be an RTS).I'd argue 7.62 isn't an RTWP game, but an RTS that allows pausing between orders (which is quite common in the single player campaigns of more modern ones) and gives exact time estimates of how long an action will take.
Turn structure in RTWP is literally the worst of both worlds and completely misses the point.I'd argue 7.62 isn't an RTWP game, but an RTS that allows pausing between orders (which is quite common in the single player campaigns of more modern ones) and gives exact time estimates of how long an action will take. There's no internal "turns". That's kinda beside the point though.
Why is it necessary for RTwP to have an underlying turn structure for it to count as a proper RPG?
The "turn" structure of RTwP is the worst element of the whole system, because it leads to an awkward cross between real-time and turn-based that never feels very fluid or natural.
most recent rtwp RPGs do not have any sort of underlying turn structureI'd argue 7.62 isn't an RTWP game, but an RTS that allows pausing between orders (which is quite common in the single player campaigns of more modern ones) and gives exact time estimates of how long an action will take. There's no internal "turns". That's kinda beside the point though.
So a better gun just may have a more stable grip, less recoil, higher accuracy and range, etc, rather than doing more damage.
As mentioned in the OP, New Vegas actually does this a few places. The most obvious is the Varmint Rifle to Service Rifle transition, where the service rifle actually does the exact same damage as the varmint rifle but much faster (bolt action vs. semi).