
New Pistols Anyone?
#1
Posted 25 July 2006 - 09:06 PM
This is just a sort of poll or survey guys: what type of real life pistol(s) would you like to see? Calibers are not necessary, but the brand and model of the pistol is.
#2
Posted 25 July 2006 - 09:43 PM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#3
Posted 25 July 2006 - 10:10 PM
#4
Posted 25 July 2006 - 11:03 PM

However, I do like the sound of the Dirty Harry Magnum. Perhaps the .44 Automag he had near the end of Sudden Impact, Snakeman? Or were you thinking his .44 MAgnum revolver(not sure on the make though)
As for the .45 Glock, I'll try it - just please keep in mind gus that I am new to modding so please - when released don't uber-flame me, ok?

Edited by Shotgunner, 25 July 2006 - 11:13 PM.
#5
Posted 26 July 2006 - 01:53 AM

"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#6
Posted 26 July 2006 - 10:37 AM

Maybe another type could be something like that machine gun/pistol John Conner had in T3 near the very end when they made it to Crystal Peak or whatever it was called.
On the other hand if we're just looking to minimize firearm choices, put the choices in the ammo instead. For instance if there's a pistol type that can use more than one type. One type being more powerful than whatever else it can use.
#7
Posted 26 July 2006 - 11:15 PM
#8
Posted 27 July 2006 - 04:25 AM
Over the years, I've noticed that mod ideas that begin with "I'd like to alter the gameplay by adding a gun that does X" tend to end up vastly superior to ideas that begin with "I'd like to add X cool gun I saw in a movie". When the impact on gameplay is the primary focus of the mod, you can avoid looking like a 'tard running around with a broken gun, yelling "


#9
Posted 27 July 2006 - 03:20 PM

If you find any flaws by all means - tell me and give me ideas or suggestions.
#10
Posted 29 July 2006 - 11:47 PM
I am currently hitting the preverbal wall on this, so I am turning my energies towards a more useful item at the moment - turning the pistol into a stun gun. No more losing troops before small launchers!
As for revolver types, I have monkeyed with the graphics a little(I am only editing the inventory/equip graphics, BTW) and no matter what I do I can't get it to look right. So revolver types, at least for now, are out of the question.
I still plan on the Desert Eagle(and btw, it is the 50AE I own - my Dad has a .357

Pistols:
Colt 1911A1 .45
Automag .44(manuf. unknown)
Beretta 92F 9mm
CZ 75 Automatic 9mm(Czech Republic Select Fire Pistol)
Rilfes:
H&K G-11 Caseless Assault Rifle
Steyr AUG(SMG version)
ACR(Advanced Combat Rifle - American caseless concept)
There are others on my mind - I just have to sort trhough the lists and eliminate those that I feel are not apporiate, for whatever reason.
I do have a single thing I wish to ask you guys - I am tyhinking of the MBA Gyrojet Pistol. It was an experemental pistol-style rocket launcher in the 1960s. Although it was doomed to fail from the get-go, should I give it a new lease on life by madding it into XCOM? Ammo would be HE pistol rounds, not rockets

Edited by Shotgunner, 29 July 2006 - 11:51 PM.
#11
Posted 30 July 2006 - 03:50 PM
The approach I would take is to add weapons that make the game interesting, then pick a real-life equivalent to name them after. Balance first, name and graphic second. I like the stun pistol idea, I've been messing around with a similar approach in my own game. I originally had the Pistol use Electroflares as incendiary ammo, but switched the Electroflare over to a 60HE single shot ammo type for the Rifle. Think M203.

A gyrojet weapon would be pretty cool, but the Autocannon and Heavy Cannon already fill the "HE on demand" role pretty well. Perhaps you could modify one of them?
#12
Posted 31 July 2006 - 07:19 AM

Keep one thing in mind - I am new to modding. In fact, the only modding project I did before this one was a skin for Drakan: Order Of The Flame(new style of Chainmail armor, fyi) which I never relased to the public. These weapon replacements would be my first official publicly-released mod.
As for the graphics, I am only changing the inventory/UFOpedia images - the battlescape graphics will remain the same. I'm pretty sure I said this already, but I just wanted to make sure.
And that reminds me - here's a nice little "face-lift"-style mod for the basic human weapons made by Grandmunky. His site can be found here. His site links to a few other XCOM sites, including the XCOMUTIL homepage. He also has weapon-replacement mods with altered stats for the basic human weapons. He may still be in the military so don't be surprised if he doesn't resapond to any emails.
Attached Files
#13
Posted 01 December 2006 - 09:41 AM
Status : In Stasis
Renewal Of Project: Unknown
Possible Outcome: Possibly Scrapped, currently Unknown
Edited by Shotgunner, 01 December 2006 - 09:47 AM.
#14
Posted 14 July 2009 - 06:22 AM
#15
Posted 14 July 2009 - 07:58 PM
Late reply, but "Grandmunkey" is actually known as "Munkeylord" around the X-COM universe. He isn't a member here as far as I know, but he does frequent the StrategyCore forums from time to time.And that reminds me - here's a nice little "face-lift"-style mod for the basic human weapons made by Grandmunky. His site can be found here. His site links to a few other XCOM sites, including the XCOMUTIL homepage. He also has weapon-replacement mods with altered stats for the basic human weapons. He may still be in the military so don't be surprised if he doesn't resapond to any emails.

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A few dozen make a better case for refining that third decimal place.
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