Firearms Specialization, and some other general suggestions for Firearms
Posted: Thu Jul 18, 2024 9:01 am
Hey y'all.
Just had a quick few ideas relative to firearms that I wanted to put in their own dedicated thread for when the time comes to take a peek at them.
Firearm Specialization Ideas:
-A bit of reduced roundtime for loading firearms
-Reduced frequency of misfires, when they return
-Reduced roundtime for aimed shots when using firearms
-Ability to make penetrating shots that wedge into opponents that have to be removed using the aid command. (This should apply for all of the ranged specializations. Not just firearms.)
General thoughts/suggestions on Firearms and firearm adjacent things:
-It'd be neat to have The ability to make melee attacks with firearms as improvised weapon strikes-- pistol whipping, rifle butting with muskets/carbines, stabbing with bayonets/barrels.
-Firearm attachments: Specifically for carbines and muskets, but perhaps for basic flintlock pistols as well. Things like different sights, grips, bayonets, a built in pestle/mortar in the stock, etc. Sights could add a bonus to general aiming, bayonets could offer a way to melee enemies without damaging your rifle, grips could likewise offer an aim boost or a roundtime reduction on aimed shots, etc. etc.
-Different materials effecting fired shot differently. Perhaps applying the heft bonus or some such offered with bronze? Or perhaps adding some sort of velocity bonus for ranged ammo in general when properly shaped?
-High grade powder/paper cartridge shot that changes flintlock damage type to puncture damage.
-In the same thought as the above suggestion, but with an occult twist: Some sort of pyromancy/aeromancy glyphstones that are mounted in/on your firearm to allow the firearm to operate more effectively, granting a rerol and a slightly increased damage threshold in the same way quivering bowstrings do for bows/crossbows.
-Player made paper cartridge shot, so we can make it out of more materials-- or more material offerings in the firearms store. Iron specifically. Bronze could be nice too, though.
-Make it so revolvers, when reimplemented, can only use paper cartridge shot. This offsets their quick-firing capability with a bit lesser damage so they're not too ridiculously powerful. Additionally, it strikes as more realistic when reloading mid-battle.
-It was expressed previously that firearm crafting might be a thing someday-- and there's some remnant recipes hanging around. It'd be neat if we could eventually make this a thing in the same vein as the plans for the new crafting stuff-- interchangeable parts to increase quality, different shaped and material barrles, etc.
-How I imagine removing bullets/arrows/bolts from yourself when shot: Using the aid command, you try to remove the bullet, or arrow, or bolt yourself, at risk of causing further damage to the location in question. Do it without a tool like a knife or needle? It's going to hurt you a lot. Do it with one? It won't be as bad, but it'll bleed. If you get someone untrained to help you, it's safer than trying to do it yourself, but it still risks further injury. If a trained medical specialist-- monk, templar, physicker-- does it, they do it more safely. If you try to move, attack, etc. while ammo is stuck in you-- the location it's stuck in has the chance to start bleeding or take more damage.
Again, as always. Suggestions and feedback in addition to the above are appreciated sincerely. Just wanted to get my thoughts out there so other people who have them can add into the mix. I know firearms are a bit of a weird area here. Specifically revolvers. So as always, I look forward to hearing what folks have to say.
Just had a quick few ideas relative to firearms that I wanted to put in their own dedicated thread for when the time comes to take a peek at them.
Firearm Specialization Ideas:
-A bit of reduced roundtime for loading firearms
-Reduced frequency of misfires, when they return
-Reduced roundtime for aimed shots when using firearms
-Ability to make penetrating shots that wedge into opponents that have to be removed using the aid command. (This should apply for all of the ranged specializations. Not just firearms.)
General thoughts/suggestions on Firearms and firearm adjacent things:
-It'd be neat to have The ability to make melee attacks with firearms as improvised weapon strikes-- pistol whipping, rifle butting with muskets/carbines, stabbing with bayonets/barrels.
-Firearm attachments: Specifically for carbines and muskets, but perhaps for basic flintlock pistols as well. Things like different sights, grips, bayonets, a built in pestle/mortar in the stock, etc. Sights could add a bonus to general aiming, bayonets could offer a way to melee enemies without damaging your rifle, grips could likewise offer an aim boost or a roundtime reduction on aimed shots, etc. etc.
-Different materials effecting fired shot differently. Perhaps applying the heft bonus or some such offered with bronze? Or perhaps adding some sort of velocity bonus for ranged ammo in general when properly shaped?
-High grade powder/paper cartridge shot that changes flintlock damage type to puncture damage.
-In the same thought as the above suggestion, but with an occult twist: Some sort of pyromancy/aeromancy glyphstones that are mounted in/on your firearm to allow the firearm to operate more effectively, granting a rerol and a slightly increased damage threshold in the same way quivering bowstrings do for bows/crossbows.
-Player made paper cartridge shot, so we can make it out of more materials-- or more material offerings in the firearms store. Iron specifically. Bronze could be nice too, though.
-Make it so revolvers, when reimplemented, can only use paper cartridge shot. This offsets their quick-firing capability with a bit lesser damage so they're not too ridiculously powerful. Additionally, it strikes as more realistic when reloading mid-battle.
-It was expressed previously that firearm crafting might be a thing someday-- and there's some remnant recipes hanging around. It'd be neat if we could eventually make this a thing in the same vein as the plans for the new crafting stuff-- interchangeable parts to increase quality, different shaped and material barrles, etc.
-How I imagine removing bullets/arrows/bolts from yourself when shot: Using the aid command, you try to remove the bullet, or arrow, or bolt yourself, at risk of causing further damage to the location in question. Do it without a tool like a knife or needle? It's going to hurt you a lot. Do it with one? It won't be as bad, but it'll bleed. If you get someone untrained to help you, it's safer than trying to do it yourself, but it still risks further injury. If a trained medical specialist-- monk, templar, physicker-- does it, they do it more safely. If you try to move, attack, etc. while ammo is stuck in you-- the location it's stuck in has the chance to start bleeding or take more damage.
Again, as always. Suggestions and feedback in addition to the above are appreciated sincerely. Just wanted to get my thoughts out there so other people who have them can add into the mix. I know firearms are a bit of a weird area here. Specifically revolvers. So as always, I look forward to hearing what folks have to say.