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XCOMUFO & Xenocide

Weapon Attachments


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Basically items you could attach to weapons.

 

Stuff like this:

 

Laser sight - improves accuracy

Grenade launcher - self explanatory (with IC, HE, Smoke, and flare grenades). Maybe adapt the tech used in the silver footballs to produce something with similar explosive power.

Bayonet - melee attacks

Stun rod - attach a stun rod to a gun

Laser - Laser pistols aren't that big, you could attach it to your heavy plasma or blaster launcher and it might be a useful backup if you run out of ammo. Or you'd rather not fire a silver football at a target 3 squares away.

Auxiliary Heatsink - add to a laser, gives faster firing rate.

 

You could have the model for each of these separate and have an XYZ offset for each weapon to tell where these models would attach to the weapon model (so you don't have to make a separate model for each weapon w/ each attachment.)

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All nice features, altough we should be able to HIT the aliens with the guns... not much effect on a Muton, but beats a sectoid to uncounsciousness...

XCOM riffles supposedly have a laser sight alreday, i'd just like to be able to SEE it waving around in the smoke... :D

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Guest alex the greater

a scilencer atachment wouldent be a good idea cause only 2 wepons could use it the pistol and the rifle

 

lasers make noise as air rushes into the empty space caused by the beem (like a thunderclap)

 

plasma has a simaler efect

 

gauss rounds make a load crack as thay break the sound berear but are outherwise silent (so if you had a gauss wepon fireing subsonic rounds it would be silent)

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Guest alex the greater
well in a description i red for a silenset SMG i red in a book about spys sayed that the scilencer would only last for about 20shots of autofire before i beroke from all the stress of firing
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Normal military grade silencer is not too sensitive nowadays... Subsonic bullets are not too much a stress and there is not much point in using it with supersonic ones. If silencer is properly taken care of between battles, it would easily handle few magazines emptied through it no matter autofire or not.
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Guest alex the greater
no scilencers fire suppersonic bulits te sonic boom happens inside of the fireing chamber and is drowned out by the sound of the expanding gasses (which make the BANG! noise asocearted whith guns) Edited by alex the greater
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All nice features, altough we should be able to HIT the aliens with the guns... not much effect on a Muton, but beats a sectoid to uncounsciousness...

XCOM riffles supposedly have a laser sight alreday, i'd just like to be able to SEE it waving around in the smoke... :D

 

Believe it or not, I think that the original X-Com: UFO Defense had such an attack planned. At least I remember seeing a screenshot back in development stages with a Hit command above Aimed Shot, back when TUs were called APs (?).

 

But, the idea of weapons customization sounds pretty cool--just so long as it doesn't mess with the game's balance (ie, making weapons too strong, etc.).

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Basically items you could attach to weapons.

 

Stuff like this:

 

Laser sight - improves accuracy

Grenade launcher - self explanatory (with IC, HE, Smoke, and flare grenades). Maybe adapt the tech used in the silver footballs to produce something with similar explosive power.

Bayonet - melee attacks

Stun rod - attach a stun rod to a gun

Laser - Laser pistols aren't that big, you could attach it to your heavy plasma or blaster launcher and it might be a useful backup if you run out of ammo. Or you'd rather not fire a silver football at a target 3 squares away.

Auxiliary Heatsink - add to a laser, gives faster firing rate.

 

You could have the model for each of these separate and have an XYZ offset for each weapon to tell where these models would attach to the weapon model (so you don't have to make a separate model for each weapon w/ each attachment.)

 

Let's see, as Paladin pointed out, XCom weaponry is supposed to be state of the art technology, so laser targeting is included; the bayonet sounds good, not too effective against most aliens though, it'd be useful only agains sectoids and other physically weak aliens (ie a crippled muton), the Stun rod, there already exists a stun rod as an independant weapon, a stun rod attached to a rifle would probably not have sufficient power to incapacitate an alien (or could by having a power unit which would have to be way too big for the weapon to be light); laser, there are already laser weapons, if you want a laser pistol as back up, pack one in your back pack, two attached weapons would be a bulk for a soldier; and the auxiliary heatsink for the laser or such, that is supposed to be included in the laser weapons, they make them with everything they can to make them cool as fast as they can, and I think I recall something such as an auxiliary heatsink in the Laser System CT in the CTD, check it out; the grenade launcher doesn't sound bad, but it would have to be a special weapon with special grenades (I always liked the M41 pulse rifle from Aliens :D ).

Good suggestions though, keep it up, check the weapons CTs to see what we have so far and look at what can be improved.

 

Az

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Basically items you could attach to weapons.

 

Stuff like this:

 

Laser sight - improves accuracy

Grenade launcher - self explanatory (with IC, HE, Smoke, and flare grenades). Maybe adapt the tech used in the silver footballs to produce something with similar explosive power.

Bayonet - melee attacks

Stun rod - attach a stun rod to a gun

Laser - Laser pistols aren't that big, you could attach it to your heavy plasma or blaster launcher and it might be a useful backup if you run out of ammo. Or you'd rather not fire a silver football at a target 3 squares away.

Auxiliary Heatsink - add to a laser, gives faster firing rate.

 

You could have the model for each of these separate and have an XYZ offset for each weapon to tell where these models would attach to the weapon model (so you don't have to make a separate model for each weapon w/ each attachment.)

 

Let's see, as Paladin pointed out, XCom weaponry is supposed to be state of the art technology, so laser targeting is included; the bayonet sounds good, not too effective against most aliens though, it'd be useful only agains sectoids and other physically weak aliens (ie a crippled muton), the Stun rod, there already exists a stun rod as an independant weapon, a stun rod attached to a rifle would probably not have sufficient power to incapacitate an alien (or could by having a power unit which would have to be way too big for the weapon to be light); laser, there are already laser weapons, if you want a laser pistol as back up, pack one in your back pack, two attached weapons would be a bulk for a soldier; and the auxiliary heatsink for the laser or such, that is supposed to be included in the laser weapons, they make them with everything they can to make them cool as fast as they can, and I think I recall something such as an auxiliary heatsink in the Laser System CT in the CTD, check it out; the grenade launcher doesn't sound bad, but it would have to be a special weapon with special grenades (I always liked the M41 pulse rifle from Aliens :D ).

Good suggestions though, keep it up, check the weapons CTs to see what we have so far and look at what can be improved.

 

Az

 

State of the art. Yes. But it would be cheaper to manufacture weapons separate from stuff like that. Then, if you have money, just add the attachment. For the Stun rod you could just have a "Miniaturization" research or something like that. Same thing for laser pistol. And laser sights can be attached to pistols. And you could have a more effective alien bayonet. Or something like the "plasma sword" or whatever it was in apoc. And you'd probably be still fighting sectoids if you're using the human bayonet. Of course I meant special grenades for it. I'll take a look at the CTs.

 

EDIT: and laser rifles generate their own power already, you could use a stun rod on that without

"Miniaturization".

Edited by T-1
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Basically items you could attach to weapons.

 

Stuff like this:

 

Laser sight - improves accuracy

Grenade launcher - self explanatory (with IC, HE, Smoke, and flare grenades). Maybe adapt the tech used in the silver footballs to produce something with similar explosive power.

Bayonet - melee attacks

Stun rod - attach a stun rod to a gun

Laser - Laser pistols aren't that big, you could attach it to your heavy plasma or blaster launcher and it might be a useful backup if you run out of ammo. Or you'd rather not fire a silver football at a target 3 squares away.

Auxiliary Heatsink - add to a laser, gives faster firing rate.

 

You could have the model for each of these separate and have an XYZ offset for each weapon to tell where these models would attach to the weapon model (so you don't have to make a separate model for each weapon w/ each attachment.)

 

Let's see, as Paladin pointed out, XCom weaponry is supposed to be state of the art technology, so laser targeting is included; the bayonet sounds good, not too effective against most aliens though, it'd be useful only agains sectoids and other physically weak aliens (ie a crippled muton), the Stun rod, there already exists a stun rod as an independant weapon, a stun rod attached to a rifle would probably not have sufficient power to incapacitate an alien (or could by having a power unit which would have to be way too big for the weapon to be light); laser, there are already laser weapons, if you want a laser pistol as back up, pack one in your back pack, two attached weapons would be a bulk for a soldier; and the auxiliary heatsink for the laser or such, that is supposed to be included in the laser weapons, they make them with everything they can to make them cool as fast as they can, and I think I recall something such as an auxiliary heatsink in the Laser System CT in the CTD, check it out; the grenade launcher doesn't sound bad, but it would have to be a special weapon with special grenades (I always liked the M41 pulse rifle from Aliens :D ).

Good suggestions though, keep it up, check the weapons CTs to see what we have so far and look at what can be improved.

 

Az

 

State of the art. Yes. But it would be cheaper to manufacture weapons separate from stuff like that. Then, if you have money, just add the attachment. For the Stun rod you could just have a "Miniaturization" research or something like that. Same thing for laser pistol. And laser sights can be attached to pistols. And you could have a more effective alien bayonet. Or something like the "plasma sword" or whatever it was in apoc. And you'd probably be still fighting sectoids if you're using the human bayonet. Of course I meant special grenades for it. I'll take a look at the CTs.

 

EDIT: and laser rifles generate their own power already, you could use a stun rod on that without

"Miniaturization".

 

They could be, but perhaps weaponry is not as effective if its made to be dismantled every time you want to add something. For the miniaturising of a stun rod, that can be done, just as the stun grapple, but as I said, I don't think it could be made small enough so I doesn't bulks up the soldier and still keeping enough power capacity to stun a thick hide Alien like a Muton (Even in Apoc, I just picture the stun grapple a little bulky to be attached to a rifle, that would take precision). You're right, it would have sufficient power if miniaturised (I was thinking about V1), but I keep my say in what regards to attaching it to a rifle. Though attaching a plasma bayonet doesn't sound like a good idea, once we decide what we're gonna do with the melee thing.

 

edit: ups, sorry, still thinking in V1. Neat ideas.

Edited by Azrael
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How about just reasearching/buying an upgrade for all our weapons of a certain category?

Like, say, a laser sight for all rifles, a stun head for Laser Rifles, etc.

Those would just add a small ability to the weapon, and would be a nice customisation...

To balance thing out, you might have to choose between each of those... perhaps evenchange your mind in combat...

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Ok, an idea popped into my mind with all this talk of gravetic this and that. A weapon attachment called a "gravetic accelerator". Basically, when the weapon fires it creates a huge amount of lateral Gs inside the barrel to make the bullet go much faster.
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ii like the idea of attachments. And make it only be attachable to the normal light and heavy rifles and, to some extend, the pistol.

 

Laser sight - good idea. And remember to make the red line go out of the model!

 

Granade launcher - if it got a maximum of 5 granades, i'm happy. This shouldn't be possible on the pistol tho :P It would be cool if an Xenium Granade was usable too.

 

Bayonet - i like the stun rod idea better, making this kind of obsolete.

 

Stun rod - Good idea, if you could set it to "kill". Unable to put on to the pistol too :)

 

Laser - if its about 3/4 the strength of the laser pistol and only once per round, i like it. not on the pistol either.

 

Aux. Heatsink - great idea, so you can do 3 shots total (no auto), and the damage EQUAL to the laser riffle.

 

Gravity Accelerator - A nice touch. So each bullet does 200% more damage (300% damage!), making the normal weaponry usefull again.

 

i got some:

 

Clip Extension - allow the weapon to have double the ammonition, but you will lose 2 clips when used up. Its only so you can load in 2 clips at once. Usefull on the pistol.

 

Recoil Controllers - High tech stabilisers, making auto shot possible on the pistol and heavy riffle, and increasing acc. on all weapons.

 

Computer targeting device - Higher acc. on a distance, bigger point of view. not o the pistol.

 

---

 

also, some of the above will require a power source, so why couldn't this be an option? Also: This might explain why you can't attach this to laser or plasma weapons. Somehow. Don't ask me why.

 

Hydrogen Electricity Engine - Can handle 2 electricity requriering stuff.

 

Xenium Engine - Can handle as many stuff as needed.

 

stun rod, laser shots, aux sink, GA, RC, and the targeting computer will take electrical power.

 

-------

 

also, we must remember that these should go into the reaserch tree, and all parts must be manifactured by you (so your engineers got something to do before you can acturly do stuff)

 

laser sight- available at start.

 

Granade Launcher - available at start: Xe Nade; Get after reasearching the xenium nade.

 

Stun Rod - available at start, unless the stun rod must be researched.

 

Laser - a side research after Laser Tech research.

 

Aux Sink - when you have researched the laser craft cannon (it is first put to good use there, or something like that...)

 

Grav Acc - after researching powersouce, xenium, and Grav Shield - a research topic of its own.

 

Hydrogen engine - given at start.

 

Xenium engine - after powersource, xenium, and alien alloys.

 

Clip Extension - available from start.

 

Recoil Controllers - available from start.

 

Computer targeting device - after motion detector and alien navigation (its SUPER HIGH TECH :P) as a new topic.

 

We must not forget about weight. Each attachment will make the thing harder to shoot with, etc. because of the weight. Also, it will have a nicer selling prise.

 

Also, The pistol should not be able to have more then 1 thing, the light riffle 4 things, and the heavy badboy 6 things. The rifles can also have an engine each, but not the pistol.

Edited by mikker
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Hmm, what about a kind of vibroblade (I'm thinking that there's something like that in TFTD, but I've never seen it)? Or how about this--just to agitate the Doom fans out there, how about a mounted flashlight? Yeah, that's the ticket...

 

Anyway, I particularly like the idea of an underbarrel grenade launcher for the bigger weapons. Let's face it--alone, standard weapons are pretty useless. Try downing even a crippled Cyberdisk in the original game with a rifle or pistol. It's possible, but very difficult. The ability to launch grenades (actually, it's just more or less actually throwing a grenade, without the priming option, and it explodes on impact) might be helpful. Also, you can convert the explosive's accuracy to a soldier's firing accuracy rating, so that skilled soldiers incapable of actually throwing a grenade with much success can have their share, too. Up the damage factor a bit (until you get much better Xenium grenades later), take the firing arc into account, and presto--you've got yourself another innovative weapon category. Good thing is, something like this wouldn't take too much time and effort to implement, and hey--it's more research fodder. I'm liking this...

 

Also, it wouldn't hurt to give soldiers extra upgrades, either. Say, scopes, sights, harmonic recoil balancers, etc. The pistols could undergo a decent change and become that little bit more useful. Nothing to ruin the game's balance or make a weapon too powerful, but just something to give a weapon that little "bonus" or two. Not to mention how aesthetically pleasing it is to see individually personalized killing tools getting beefier with each technological advancment...

 

However, not all of those suggestions appeal to me, I must admit. Having a couple up-close melee weapons sounds just fine, but the idea of attaching things like plasma swords, or even magnetic accelerators, kind of sounds a bit too superficial to me. You have to think tactically. Sure, all this sounds good and fun on paper, but what about in-game? Also, we have to realize that the original X-Com was so great was, in part, due to the fact that the game never felt too distant--in a few ways, it seemed as if the technology in the game was readily achievable and felt that much more realistic as a result. Don't want to get too "primetime television" here.

Edited by The Master Maniac
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i think its best to make the weapons better, at least the normal weapons that you have before lasers, making them acturly attractive. I like a magnetic accelerator. It isn't too far fetched.
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However, not all of those suggestions appeal to me, I must admit. Having a couple up-close melee weapons sounds just fine, but the idea of attaching things like plasma swords, or even magnetic accelerators, kind of sounds a bit too superficial to me. You have to think tactically. Sure, all this sounds good and fun on paper, but what about in-game?

 

All the gravetic accelerator does is make the bullet faster which makes it do more damage. That seems quite useful and effective to me. And if it has some kind of problem with it (the equivalent of it being jammed), the normal explosive propellent for the bullet is still working.

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