[A10] Project Armory (v.3.00)

Started by Evul, February 05, 2014, 02:24:54 PM

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BetaSpectre

The Browning and M60 take too long to fire to be of use unless they have 50 ish range my colonists are better off with an AR like the pulse rifle
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                           TO WAR WE GO

Evul

#526
Ok taking a look at it :)

EDIT: Issue 255: Lower the warmup tick value for support weapons.

Evul

#527
Here is a little picture of a KRISS Vector.
The texture is made by Viperlol and it is awesome!

Evul

#528
Attachment modifier chart its WiP.

Attachment basePrice accuracyTouch accuracyShort accuracyMedium accuracyLong range
Collimator Sight 30 +0.24 +0.20 0.00 0.00 N/A
Combat Optic Sight 50 -0.10 0.00 +0.10 +0.8 +5
Sniper Optic Sight 60 -0.30 -0.15 +0.15 +0.30 +10


EDIT: Also welcome Bog!


EDIT2: I can also share this while I'm at it:

Reysuke

Looks Amazing!

Love the modifiers Idea :)

Cant wait :3

Dr. Z

Suggestion: More Mass Effect Weapons!!
Prasie the Squirrel!

Evul

This one is under development :)

New weapon: [Mass Effect] M-15 Vindicator
New weapon: [Mass Effect] M-3 Predator
New weapon: [Mass Effect] Collector Assault Rifle

BetaSpectre

#532
I'd love to see a clothing/armor mod in the future xD
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Evul

It will come. ;)

(Sorry for the edit of your thread... Still not use to the moderator button suddenly appearing in the corner of the mod forum xD)

Bog

#534
So I've compiled a little list for myself of all the weapons requested on this thread for this mod.

It's like ~160.  :o

Anyways, I'll probably make a few from it here and there between making the weapons that I want to see ... ;D ... but in the mean time I figured I'd throw a little bone to whomever sees this.

It's called:

Bog's Suggest a Gun Game!

Assuming it's an appropriate suggestion, I'll make the next gun requested after this post.

The rules:

1. Don't suggest a melee weapon. Currently the vanilla game doesn't support them so I won't make one yet. It'll be an option once they're added to the normal Rimworld. (Nudge> Nudge> Wink* Wink* Mr. Tynan.   ;))

2. Try not to suggest something over powered. For example, you might suggest the M54-S Nuke Launcher from Starship Troopers. Basically I can't make it because it wouldn't fit into Project Armoury for obvious balance reasons. If you do suggest an "overpowered" gun I might make it but nerf it down so it fit's the mod/game balance... which might in turn disappoint you. Just saying. You have been warned.

3. Don't suggest something inappropriate or gross. I'll just ignore it. No examples needed.

4. Don't suggest something that would be hard to code, because my coding skills suck. If you want a boomerang I think that'd be really cool, but unfortunately I wouldn't know where to start. The best I could do is make a boomerang that shoots straight, doesn't come back, and doesn't spin. Not much of a boomerang after all. So stick with "normal" guns as far as gameplay mechanics are concerned.

5. First come first serve. As I said above, I'll make the first gun suggested. If you're second we'll add it to my normal list of guns to make, but it might take a long time considering that there's ~160 on that list already.
Divergence of Civilization Lead Developer (in this case that's the fancy way of saying "Only Developer")

Project Armoury Developer (New huge 2.13 Release now live!)

Evul

If you dare throw your self at it try make a armor :P

nesbit

Would the BFG9000 and plasma gun from doom be considered overpowered?

Evul

Quote from: nesbit on July 13, 2014, 07:26:00 AM
Would the BFG9000 and plasma gun from doom be considered overpowered?

I leave this to Bog. :P
Also i don't relay know what it does :)


Project Armory accuracy value
I am planing on a new range system for the weapons cause i considered the current kind a vague and does not give specific weapons any bonus or penalty for there usage. So i came up with this formula!:
Range effectiveness * (PAAV / 10) = Accuracy value
PAAV = Project Armory accuracy value (witch range from 1.00 to 10.00)

For example i i have a Pistol, SMG, Assault Rifle or a SniperRifle with a PAAV value of 10.00 it will turne out like this:
defName accuracyTouch accuracyShort accuracyMedium accuracyLong
Pistol
     Range effectiveness 100% 80% 40% 10%
     Accuracy value 1,00 0,80 0,40 0,10

SMG
     Range effectiveness 80% 100% 60% 10%
     Accuracy value 0,80 1,00 0,60 0,10

Assault Rifle
     Range effectiveness 30% 60% 100% 55%
     Accuracy value 0,30 0,60 1,00 0,55

SniperRifle
     Range effectiveness 10% 30% 65% 100%
     Accuracy value 0,10 0,30 0,65 1,00

PA accuracy value (PAAV) (1.00-10.00)
10,00


And if i have a weapon with a PAAV value of 4.15 it will turn out this (Also a crappy weapon :P):

defName accuracyTouch accuracyShort accuracyMedium accuracyLong
Pistol
     Range effectiveness 100% 80% 40% 10%
     Accuracy value 0,42 0,33 0,17 0,04

SMG
     Range effectiveness 80% 100% 60% 10%
     Accuracy value 0,33 0,42 0,25 0,04

Assault Rifle
     Range effectiveness 30% 60% 100% 55%
     Accuracy value 0,12 0,25 0,42 0,23

SniperRifle
     Range effectiveness 10% 30% 65% 100%
     Accuracy value 0,04 0,12 0,27 0,42

PA accuracy value (PAAV) (1.00-10.00)
4,15


As you can see, each weapon have a bonus depending on the class and type of weapon. have a better solution? please let me know. :)

AstronauticalFerret

Tesla Electrocoil Gun. Shock the heck out of your enemies! Then shock them again!

Evul