Thanatos
28-07-06, 16:34
The concept has first been implemented for the pistol category, to allow first tests. In the second part of this post you will find some examples that will explain the implementation. But first, here’s the general ruleset for the separate categories again:
Damage:
-APU Weapons 100 %
-Cannons 90 %
-Rifles 80 %
-Pistols 75 %
-Melee Weapons 65 %
Bonus-System:
-HighTech Weapons + 5 % (additive)
-Rare Weapons + 7.5 % (exclusive)
-Epic Weapons + 9.5 % (exclusive)
-WoC Weapons + 10 % (exclusive)
Furthermore, additional weapon properties could change for rare, epic or WoC weapons: clip size, firing frequency, range etc.
Aim speed (1.50 – 4.50 Seconds, Min | Max):
-Melee Weapons deactivated
-PPU Weapons deactivated
-APU Weapons 0.75 1.50
-Pistols 0.75 2.25
-Rifles 1.00 3.00
-Cannons 2.00 4.50
Note: Smaller is better.
Aim precision (Reticule, Min | Max):
-APU Weapons 1.50 3.00
-Rifles 1.50 3.50
-Pistols 1.50 4.00
-Cannons 1.50 5.00
Note: Smaller is better
Firing frequency (45 – 120 shots/minute, Min | Max):
-Pistols 30 120
-Rifles 30 120
-Melee Weapons 40 60
-APU Weapons 30 60
-Cannons 15 45
The firing frequency is very weapon dependant – the values above serve as a general classification of each weapon type. We’d also like to point that the reload times are considered for these values, a smaller clip will result in larger single shot damage.
Range (50 – 600 Meters, Min | Max):
-Rifles 300 600
-Cannons 200 600
-APU Weapons 100 300
-Pistols 50 150
-Melee Weapons Striking distance (+tolerance factor)
Ranges have been revised down – however the exact effects of this point can easily be adjusted up or down. The relationships between the different weapon categories are more relevant at this point. Again, special settings for individual weapons are possible.
Clip Size
As it is pretty much impossible categorize clip sizes in a reasonable way, this value will depend on the weapon and the general concept. You can see how we set the sizes in the examples below.
Pistol Examples:
The following weapon properties are only the base values defined in the game. The player and his skills can improve these properties – the damage can be reduced by resistances. These examples should provide you with an idea of how we implemented the already discussed properties as well as the exceptions.
Example #1: Tangent ‘Wasteland Eagle’
Category: LowTech Pistols
TechLevel: 42
Modus: Single Shot
Aim speed: 2.06 Seconds (91 %)
Aim precision: 3.44 Reticule size (90 %)
Clip: 12 Shots
Real Firing Frequency: 44 / Minute
Range: 95 Meters
Ammo: 9mm Clip (Piercing), 30 Bullets, 320 Gramm
Damage per shot: 76.18 (Piercing)
Damage per minute: ca. 3344
Ammo variations: 9mm Explosive Clip (Force, Piercing)
9mm Phosphor Clip (Piercing, Fire)
9mm Uranium Clip (Piercing, X-Ray)
Rare-Variation: Wyatt Earp
TechLevel: 88
Aim speed: 1.52 (68 %)
Aim precision: 2.52 (63 %)
Clip: 16 Shots
Real Firing Frequency: 49 / Minute
Range: 131 Meters
Damage per shot: 224.07 (Piercing)
Damage per minute: ca. 10975
Example #2: S-337-f Submachine Gun
The range for the automatic pistol and the submachine gun have been corrected, it is about 75% of the normal range.
Category: LowTech Pistols
TechLevel: 38
Modus: Burst (4)
Aim speed: 2.10 Seconds (93 %)
Aim precision: 3.72 Reticule size (93 %)
Clip: 40 Shots
Real Firing Frequency: 188 / Minute
Range: 69 Meters
Ammo: 8mm Uzi Clip (Piercing), 40 Bullets, 480 Gramm
Damage per shot: 15.50 (Piercing)
Damage per minute: ca. 2905
Ammo variations: 8mm Explosive Uzi Clip (Force, Piercing)
8mm Phosphor Uzi Clip (Piercing, Fire)
8mm Uranium Uzi Clip (Piercing, X-Ray)
Rare-Variation: Liberator
TechLevel: 91
Aim speed: 1.48 (68 %)
Aim precision: 2.52 (62 %)
Clip: 40 Shots
Real Firing Frequency: 201 / Minute
Range: 100 Meters
Damage per shot: 57.75 (Piercing)
Damage per minute: ca. 11581
Example #3: Ionic Shotgun Pistol
This weapon has been change: The Ionic Shotgun Pistol is – according to its model – a double-shot weapon with 2 bullets. As already mentioned, this is compensated in the damage over time – so there is no damage loss! In addition, a new ammo line has been added. The range has been tuned down somewhat (80 %).
Category: LowTech Pistols
TechLevel: 95
Modus: Double Shots
Aim speed: 1.44 Seconds (64 %)
Aim precision: 2.36 Reticule size (59 %)
Clip: 2 Shots
Real Firing Frequency: 15 / Minute
Range: 110 Meters
Ammo: Ionic Shotgun Shells (Piercing, X-Ray), 24 Bullets, 432 Gramm
Damage per shot: 769.83 (Piercing)
Damage per minute: ca. 11548
Ammo variations: Ionic Shotgun Explosive Shells (Force, Piercing, X-Ray)
Ionic Shotgun Toxic Shells (Piercing, X-Ray, Poison)
Ionic Shotgun Uranium Shells (- Piercing, + X-Ray)
Example #4: Unlabeled ‘Sunray’ RayGun Pistol
The RayGun Pistol has also been changed: The ammo now deals energy and x-ray damage (previously only energy).
Category: HighTech Pistols
TechLevel: 57
Modus: Single Shot
Aim speed: 1.88 Seconds (84 %)
Aim precision: 3.26 Reticule size (81 %)
Clip: 12 Shots
Real Firing Frequency: 36 / Minute
Range: 128 Meters
Ammo: RayGun Pistol Ammo (Energy, X-Ray), 30 Bullets, 660 Gramm
Damage per shot: 152.11 (Energy, X-Ray)
Damage per minute: ca. 5475
Ammo variations: RayGun Pistol High-Frequented Ammo (+ Energy, + X-Ray)
RayGun Pistol Disunited Ammo (Fire, Energy, X-Ray)
RayGun Pistol Quantum Ammo (- Energy, + X-Ray)
Rare-Variante: Ray Of Last Hope
TechLevel: 108
Aim speed: 1.28 (57 %)
Aim precision: 2.07 (52 %)
Clip: 16 Shots
Real Firing Frequency: 39 / Minute
Range: 178 Meters
Damage per shot: 407.13 (Energy, X-Ray)
Damage per minute: ca. 16018
Example #5: Juggernaut Crossbow Pistol
Category: HighTech Pistols, WoC
TechLevel: 100
Modus: Single Shot
Aim speed: 1.38 Seconds (61 %)
Aim precision: 2.26 Reticule size (56 %)
Clip: 20 Shots
Real Firing Frequency: 38 / Minute
Range: 140 Meters
Ammo: Ionic Crossbow Pistol Ammo (Energy, X-Ray), 40 Bullets, 660 Gramm
Damage per shot: 384.89 (Energy, X-Ray)
Damage per minute: ca. 14433
We hope these examples give you a general idea of our plans – please let us know if something isn’t understandable.
Please read this information carefully if you want to seriously participate in the discussions – questions resulting from a mere quick scan through the post are really unnecessary!
Damage:
-APU Weapons 100 %
-Cannons 90 %
-Rifles 80 %
-Pistols 75 %
-Melee Weapons 65 %
Bonus-System:
-HighTech Weapons + 5 % (additive)
-Rare Weapons + 7.5 % (exclusive)
-Epic Weapons + 9.5 % (exclusive)
-WoC Weapons + 10 % (exclusive)
Furthermore, additional weapon properties could change for rare, epic or WoC weapons: clip size, firing frequency, range etc.
Aim speed (1.50 – 4.50 Seconds, Min | Max):
-Melee Weapons deactivated
-PPU Weapons deactivated
-APU Weapons 0.75 1.50
-Pistols 0.75 2.25
-Rifles 1.00 3.00
-Cannons 2.00 4.50
Note: Smaller is better.
Aim precision (Reticule, Min | Max):
-APU Weapons 1.50 3.00
-Rifles 1.50 3.50
-Pistols 1.50 4.00
-Cannons 1.50 5.00
Note: Smaller is better
Firing frequency (45 – 120 shots/minute, Min | Max):
-Pistols 30 120
-Rifles 30 120
-Melee Weapons 40 60
-APU Weapons 30 60
-Cannons 15 45
The firing frequency is very weapon dependant – the values above serve as a general classification of each weapon type. We’d also like to point that the reload times are considered for these values, a smaller clip will result in larger single shot damage.
Range (50 – 600 Meters, Min | Max):
-Rifles 300 600
-Cannons 200 600
-APU Weapons 100 300
-Pistols 50 150
-Melee Weapons Striking distance (+tolerance factor)
Ranges have been revised down – however the exact effects of this point can easily be adjusted up or down. The relationships between the different weapon categories are more relevant at this point. Again, special settings for individual weapons are possible.
Clip Size
As it is pretty much impossible categorize clip sizes in a reasonable way, this value will depend on the weapon and the general concept. You can see how we set the sizes in the examples below.
Pistol Examples:
The following weapon properties are only the base values defined in the game. The player and his skills can improve these properties – the damage can be reduced by resistances. These examples should provide you with an idea of how we implemented the already discussed properties as well as the exceptions.
Example #1: Tangent ‘Wasteland Eagle’
Category: LowTech Pistols
TechLevel: 42
Modus: Single Shot
Aim speed: 2.06 Seconds (91 %)
Aim precision: 3.44 Reticule size (90 %)
Clip: 12 Shots
Real Firing Frequency: 44 / Minute
Range: 95 Meters
Ammo: 9mm Clip (Piercing), 30 Bullets, 320 Gramm
Damage per shot: 76.18 (Piercing)
Damage per minute: ca. 3344
Ammo variations: 9mm Explosive Clip (Force, Piercing)
9mm Phosphor Clip (Piercing, Fire)
9mm Uranium Clip (Piercing, X-Ray)
Rare-Variation: Wyatt Earp
TechLevel: 88
Aim speed: 1.52 (68 %)
Aim precision: 2.52 (63 %)
Clip: 16 Shots
Real Firing Frequency: 49 / Minute
Range: 131 Meters
Damage per shot: 224.07 (Piercing)
Damage per minute: ca. 10975
Example #2: S-337-f Submachine Gun
The range for the automatic pistol and the submachine gun have been corrected, it is about 75% of the normal range.
Category: LowTech Pistols
TechLevel: 38
Modus: Burst (4)
Aim speed: 2.10 Seconds (93 %)
Aim precision: 3.72 Reticule size (93 %)
Clip: 40 Shots
Real Firing Frequency: 188 / Minute
Range: 69 Meters
Ammo: 8mm Uzi Clip (Piercing), 40 Bullets, 480 Gramm
Damage per shot: 15.50 (Piercing)
Damage per minute: ca. 2905
Ammo variations: 8mm Explosive Uzi Clip (Force, Piercing)
8mm Phosphor Uzi Clip (Piercing, Fire)
8mm Uranium Uzi Clip (Piercing, X-Ray)
Rare-Variation: Liberator
TechLevel: 91
Aim speed: 1.48 (68 %)
Aim precision: 2.52 (62 %)
Clip: 40 Shots
Real Firing Frequency: 201 / Minute
Range: 100 Meters
Damage per shot: 57.75 (Piercing)
Damage per minute: ca. 11581
Example #3: Ionic Shotgun Pistol
This weapon has been change: The Ionic Shotgun Pistol is – according to its model – a double-shot weapon with 2 bullets. As already mentioned, this is compensated in the damage over time – so there is no damage loss! In addition, a new ammo line has been added. The range has been tuned down somewhat (80 %).
Category: LowTech Pistols
TechLevel: 95
Modus: Double Shots
Aim speed: 1.44 Seconds (64 %)
Aim precision: 2.36 Reticule size (59 %)
Clip: 2 Shots
Real Firing Frequency: 15 / Minute
Range: 110 Meters
Ammo: Ionic Shotgun Shells (Piercing, X-Ray), 24 Bullets, 432 Gramm
Damage per shot: 769.83 (Piercing)
Damage per minute: ca. 11548
Ammo variations: Ionic Shotgun Explosive Shells (Force, Piercing, X-Ray)
Ionic Shotgun Toxic Shells (Piercing, X-Ray, Poison)
Ionic Shotgun Uranium Shells (- Piercing, + X-Ray)
Example #4: Unlabeled ‘Sunray’ RayGun Pistol
The RayGun Pistol has also been changed: The ammo now deals energy and x-ray damage (previously only energy).
Category: HighTech Pistols
TechLevel: 57
Modus: Single Shot
Aim speed: 1.88 Seconds (84 %)
Aim precision: 3.26 Reticule size (81 %)
Clip: 12 Shots
Real Firing Frequency: 36 / Minute
Range: 128 Meters
Ammo: RayGun Pistol Ammo (Energy, X-Ray), 30 Bullets, 660 Gramm
Damage per shot: 152.11 (Energy, X-Ray)
Damage per minute: ca. 5475
Ammo variations: RayGun Pistol High-Frequented Ammo (+ Energy, + X-Ray)
RayGun Pistol Disunited Ammo (Fire, Energy, X-Ray)
RayGun Pistol Quantum Ammo (- Energy, + X-Ray)
Rare-Variante: Ray Of Last Hope
TechLevel: 108
Aim speed: 1.28 (57 %)
Aim precision: 2.07 (52 %)
Clip: 16 Shots
Real Firing Frequency: 39 / Minute
Range: 178 Meters
Damage per shot: 407.13 (Energy, X-Ray)
Damage per minute: ca. 16018
Example #5: Juggernaut Crossbow Pistol
Category: HighTech Pistols, WoC
TechLevel: 100
Modus: Single Shot
Aim speed: 1.38 Seconds (61 %)
Aim precision: 2.26 Reticule size (56 %)
Clip: 20 Shots
Real Firing Frequency: 38 / Minute
Range: 140 Meters
Ammo: Ionic Crossbow Pistol Ammo (Energy, X-Ray), 40 Bullets, 660 Gramm
Damage per shot: 384.89 (Energy, X-Ray)
Damage per minute: ca. 14433
We hope these examples give you a general idea of our plans – please let us know if something isn’t understandable.
Please read this information carefully if you want to seriously participate in the discussions – questions resulting from a mere quick scan through the post are really unnecessary!