Weapon Design system to avoid unstable combat triangle and balancing issues
We are the engineers...therefore we engineer the weapons. A new manufacturing block, a weapon foundry i.e., for three things: upper receiver, lower receiver, and ammo == 'This' is the triangle for combat.
We decide the upper receiver (barrel length, size, caliber, number of, rotary, optics, etc) with the accompanying characteristics(range, stability, heat management, weight, mobility etc). Lower receiver (cyclic rate, magazine type, ammo number, mounting type, etc), and finally ammo (energy type, airburst, penetrating, indirect, direct, etc).
How a game about engineers, that has less ability to create your own weapons than a game like Call of Duty has, creates balancing problems. You the engineer decides the 'balance' by engineering new counters to the counters, to the counter-counters, and so forth. The current method, of Keen essentially doing all the weapon engineering (design) decisions, when they release a 'completed' weapon design, means that we as the player are unable to 'engineer' a counter to the employment of them...
Which leads to players trying to essentially 'unbalance' the gameplay to get a counter...which leads to Keen doing all the 'engineering' of a new/old weapon all over again for a new counter to fix the 'balance'...leading to players figuring out a new way to counter Keen's design decisions on a weapon by unbalancing the gameplay again...
Cutting us, the Engineer, out of the loop creates balance issues since we are relying on Keen to do all the weighing of a complete weapons design decisions and engineering thereof, when it should be...us... doing the design and weighing and evaluations.
We the players engineer will the balance. Keen needs to just give the weapon systems to us to engineer. That -is- the gameplay loop ;) Add in shields (energy/kinetic/thermal/gravity etc), armor types, and so on...
I like your idea, I would also suggest looking at customization as in Unturned.
For example, why should I make a new improved drill if I can make another drill and replace it with a better one, or replace the motor that will increase the speed and destruction rate of the voxel.
I like your idea, I would also suggest looking at customization as in Unturned.
For example, why should I make a new improved drill if I can make another drill and replace it with a better one, or replace the motor that will increase the speed and destruction rate of the voxel.
Have you ever considered that weapons designed for use in space will eventually have to be designed very differently than weapons designed for use in the gravitational environment of our planet?
Have you ever considered that a current standard military weapon is nearly impossible in a space suit to normally line up and aim?
Start by looking up what look work tools designed for use in space (not inside the station)
weapons will end up the same - they will have to be designed from the start for use in space and for a operator in a spacesuit.
For example, you can't use a "normal" pistol with a magazine in the grip. The gauntlet of the spacesuit (even though it's pretty much the "thinnest" part of the spacesuit) is too thick, and you can't grip the pistol grip properly so that your finger can reach the trigger. Another problem is that the gloved finger doesn't fit into the normal trigger guard...
Yet another problem is the operation of the magazine and the cocking of the gun... And many other...
These are not “new problems” - on the contrary, they are problems that have been known for more than half a century... There is even an unique English-language publication about this, published sometime in the late 70s and early 80s...
Have you ever considered that weapons designed for use in space will eventually have to be designed very differently than weapons designed for use in the gravitational environment of our planet?
Have you ever considered that a current standard military weapon is nearly impossible in a space suit to normally line up and aim?
Start by looking up what look work tools designed for use in space (not inside the station)
weapons will end up the same - they will have to be designed from the start for use in space and for a operator in a spacesuit.
For example, you can't use a "normal" pistol with a magazine in the grip. The gauntlet of the spacesuit (even though it's pretty much the "thinnest" part of the spacesuit) is too thick, and you can't grip the pistol grip properly so that your finger can reach the trigger. Another problem is that the gloved finger doesn't fit into the normal trigger guard...
Yet another problem is the operation of the magazine and the cocking of the gun... And many other...
These are not “new problems” - on the contrary, they are problems that have been known for more than half a century... There is even an unique English-language publication about this, published sometime in the late 70s and early 80s...
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