![]() Also, why would it belong in a Zombie game? (and i never player fallout 4)Īnd the system for this is already in the game, it just needs a "minor addition" to a real thing Why would normal survivors that just spawn in understand how the hell to craft them? And even if they maxed out Crafting, they should max out Engineering, or any other skill tree related this. cranking the gun while a zed is about to chew yer brain) and the generator backpack would also have limited output so it would be more suitable for weaker weapons with high dps, than alpha dmg weapons which would take a while to recharge, thus resulting in generator backpack replacing the standard backpack (sacrificing more inventory space) for basically time limited ammo (instead of ammount limited ammo(basically as long as ya got fuel and generator is turned on).Ĭonclusion.More powerful the energy weapon is and the longer the range the more energy it drinks (plasma being more alpha dmg and shorter range, while laser being more suitable for dps and sniping) thus players would have to make compromise between range,dps,dmg,and capacity!īasically instead of "how much ammo that many shots" it would be more like "ya got this much energy and it takes that much per shot/hit/time" so as a result energy weapons would "waste" more ammo than conventional weapons, but the ammo would be reobtainable without having to run arround and wait for loot to respawn.įallout is not the first game to use such a system. the self-rechargeable weapons would sacrifice the capacity (thus limiting firepower and fire rate) but offer to recharge mid combat whithout having to carry ammo (trade off. while energy magazines can be replaced, they would cost to recharge (like ya would have to have a generator and a charger) and take time, but allow the energy weapons to function similarly to conventional ones. This would be wery balanced because of the mods themselves. ![]() We could also have some sort of a backpack makeshift generator that burns fuel, has a small tank, but powers the wielded energy weapon. Basically if we want ammo capacity we would add bigger "energy magazine" but if we wanted hand cranked rechargable weapon we would sacrifice the capacity for "infinite ammo" and depending on our weapon consumption of ammo would be set (the more powerful the weapon is per shot/hit the more ammo it uses) so we could make a prod.or a close range plasma spitter, plasma short range shotgun,which might shoot just one big ball of plasma instead of multiple (basically half the range of conventional shotguns in the game) or a laser rifle that can shoot a continuous beam, or like a mg or even semi. basically make a weapons base (which is usable) but addons would allow to shape the weapons functions (energy weapons cant be silenced or hide their flash, also their fired bulets would be wery visible (glowing) but they would be quieter than conventional weapons), with atachments we could modify the weapon to be auto/semi/continuous/oneshot have replacable ammo (basically batteries or capacitors that can be recharged in crafting menu) or integrated dynamo/alternator/generator which is hand cranked to power it up. so why not be able to craft laser and plasma weapons, with addons. Purrrsonally i kinda also miss tracer rounds from unturned 2. ![]() ![]() Now this is a game and would be awesome to have these in. ![]()
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