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[Discussion] Gun mechanics and implementation

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[Discussion] Gun mechanics and implementation Empty [Discussion] Gun mechanics and implementation

Post by Destination Wed Oct 09, 2013 6:04 pm

Now not just guns, but this could probably extend to all other long-range weapons.

Some questions to think about:

-At Level 1, what constitutes a reasonable range?

-How does the Range Prowess stat translate into the gun's power? (I'm still going with the old stat system for now until I or others come up with a better one)

-Dodging stats? Damage dealt?

Feel free to add on any other questions of yours.
Destination
Destination
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Posts : 417
Join date : 2013-04-25
Age : 29
Location : Singapore

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Post by R4yleonard Thu Oct 10, 2013 3:57 am

Since AW is a realistic game, I prefer for everyone to stat their gun's stat like in real life. At least it should cover Rate of Fire and Muzzle Velocity (the speed of the bullet when it leaves the muzzle)
IMO, the range prowess could translate to anything outside of the gun's mechanic (reloading, aiming, etc). As such, more Range = more accuracy and less reload time
R4yleonard
R4yleonard
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Join date : 2012-08-21
Age : 28
Location : Jakarta, Indonesia

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Post by Saizdrol Thu Oct 10, 2013 8:47 am

Guys... how about  going by the hit/miss table? Do we seriously have to complicate everything? Full automatic guns can count as shooting a "series" of bullets in a volley aka 1 post. The damage can be calculated from ranged prowess like melee... While AW is a video game, the video game mechanics translate weakly into an actual RP. Making more systems will just mess things up even more. And no table will help you when a player conviniently dodges all KMs and stronger hits coming at them...
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