Character Weapons and Weapon Skills
To add excitement to game, character needs Cool Weapons and Cool Skills and Cool Upgrades that apply to said weapons.
Every weapon should be unique and randomly generated. Some objectively better than others. Others just... different.
There should always be a possibility of finding your new favorite weapon. No "best weapon", can always randomly find a better one, or one that fits your play style better.
WEAPONS:
- Guns - basic kinetic weapons
- Lasers - basic energetic weapons
- Melee - space swords!
- Explosives - Launchers and such
- Consumables (grenades and such)
- Randomized properties with Rarities. Not just upgrades, but sidegrades (specializations). Common, Uncommon, Rare, Legendary!
- All Lootable!
- All upgradeable with rare resources (each weapon should have its own weapon upgrade tree). Spend resource, increase accuracy or damage, add scopes or silencers or bigger mags, stuff like that.
SKILLS
- Skill tree for each type of weapon (kinetic, laser, melee, explosives, other consumables)
- General skill tree for all weaponry as a whole ("Reload" for how fast you hit, "Strength" to reduce recoil or make more damage on melee, "Observant" for more XP per hit...)
- Unlock skill points by using the weapons
- Sometimes need special resources in addition to just skill points to upgrade
USAGE
- Clear pirate bases
- Clear good guy bases if youre the pirate :D
- Kill space kittens critters/automatons that strive in abandoned facilities
- Fight wolves and giant spiders on planets
- Sabotage enemy ships in person (some kind of stealth missions?)
- Defend against boarding enemies
None of this Tier 1 Tier 2 Tier 3 Tier 4 stuff for weapons. Each weapon should be unique. Have a name, specific stats, custom model where possible. Not just a +1 upgrade to the previous weapon. Randomly generated base stats with player customization/upgrades on top.
Make looting exciting, add cool weapons to your collection, where no weapon is alike!
Some weapons can appear partially upgraded to mix things up further.
Imagine damage numbers and experience numbers going up as you shoot! Such good feeling!
I like this feedback
Now that I think of it, all of this should apply to Ship Weapons as well. Yes, melee weapons for ships as well, so you can ram things!
Anyways, the point is that no weapon should be the same, and through progression you should keep finding cooler and cooler ones.
At the very minimum, SE2 needs to support dragging tools from Inventory to Toolbar. You cant drag from Character Gear menu, since these weapons would not even exist until you find them (randomly generated).
Unless Chatacter Gear scans your inventory and includes whatever random tools you find.
Same applies to randomly generated block weapons - a predefined list of blocks you can drag to toolbar wont work. You need a list of blocks attached to ship, and drag those to toolbar!
Dragging from inventory to Toolbar is a prerequisite I feel.
Now that I think of it, all of this should apply to Ship Weapons as well. Yes, melee weapons for ships as well, so you can ram things!
Anyways, the point is that no weapon should be the same, and through progression you should keep finding cooler and cooler ones.
At the very minimum, SE2 needs to support dragging tools from Inventory to Toolbar. You cant drag from Character Gear menu, since these weapons would not even exist until you find them (randomly generated).
Unless Chatacter Gear scans your inventory and includes whatever random tools you find.
Same applies to randomly generated block weapons - a predefined list of blocks you can drag to toolbar wont work. You need a list of blocks attached to ship, and drag those to toolbar!
Dragging from inventory to Toolbar is a prerequisite I feel.
No
-Build- weapons. We can still have other weapons as loot, or buy them from vendors, or have as blocks, but have us the ability to build our own weapons.
Same logic to grids, there are some amazing ones in game, in vendors, or on the workshop. But if you could -only- get premade ships, and never create your own...?
Plus having guns always premade, means you will always find a counter to whatever 'balance' was designed into that weapon...always leading to complaints about balance, haha
Say you are up against someone with a weapon that is destroying you? Then go and build your own to destroy that :). Balance will forever be changing, no matter what Keen comes out with, it is dynamic based on the players and their situations in-game. Just balance instead the tools for player, for building them. Upper receiver, lower receiver, and ammo. Ammo generates heat and recoil, lower receiver mitigates recoil and increases stability, upper receiver mitigates heat and increases accuracy. Heat and recoil damages components, unless properly accounted for. Or by how it is used in combat.
Simple. Have a slider that show what your design will do, based on type of ammo, barrel size and number, optics, mounting design, etc, for testing.
No
-Build- weapons. We can still have other weapons as loot, or buy them from vendors, or have as blocks, but have us the ability to build our own weapons.
Same logic to grids, there are some amazing ones in game, in vendors, or on the workshop. But if you could -only- get premade ships, and never create your own...?
Plus having guns always premade, means you will always find a counter to whatever 'balance' was designed into that weapon...always leading to complaints about balance, haha
Say you are up against someone with a weapon that is destroying you? Then go and build your own to destroy that :). Balance will forever be changing, no matter what Keen comes out with, it is dynamic based on the players and their situations in-game. Just balance instead the tools for player, for building them. Upper receiver, lower receiver, and ammo. Ammo generates heat and recoil, lower receiver mitigates recoil and increases stability, upper receiver mitigates heat and increases accuracy. Heat and recoil damages components, unless properly accounted for. Or by how it is used in combat.
Simple. Have a slider that show what your design will do, based on type of ammo, barrel size and number, optics, mounting design, etc, for testing.
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