Clive tombstone
04-11-04, 03:10
Ok, So I do admit, this idea HAS been tossed around befor, but because I like the idea so much, I would like to purpose the idea for bayonets for rifles (MAYBE pistols, dunno, gun cutlasses are cool) but anyways.
Heres how it could work, Bayonets are a weapon mod, plain and simple, they can only be fited on rifles (more preferably lowtech, or maybe laserblades for HT weapons)
In order for the weapon to go into "melee" mode, you hit the "change ammo" button on your keyboard. Being "x" I beleave. This changes the weapon into a melee weapon with piercing damage (Or other kinds if there would be a rare version)
judging by the equipted weapon, damage would be "decided" by KK about what would be good for its damage. say a pain easer, could deal damge being somewhat similar to its own tl, if not greater (per hit).
Please note, MC skill is involved in this damage, and the absence of MC will heavly hurt the damage given by the bayonet (or G-cutlas).
The aiming system is just like normal melee combat as well.
-Complications for implimentation-
-Animation-"thrusting" animation for each rifle would need to be put in. THis could consume ether a lot or a little time, I wouldnt think it wouldnt take THAT much effort.
-Ammo switching-Like talked about befor, the gun switching from "ranged" to melee, might be tough to do, but since I dont know the code all that well myself, I could see this ether being a mountain or a molehill.
-Adding the blades-adding the blades to each gun might also be hard, but Im not sure once again, this engine is pretty foriegn to me, but if its anything like 3d studio max, it shouldnt be THAT hard.
*Balancing and combat*-Ok heres the real make or break issue. First Bayonets, like in realife, were ment for the "last ditch" efforts or when ammo was a real big issue, they were also used in charges.
So here it goes, The switch between range and close takes about the same time it does to reload, so instant stabbing to shooting is a little tough. Frequency and damage should be decided by KK and company.
Run speed is "SLighty" faster, since you are running at your target to gore the F*** out of them.
MY notes-The only thing I could see a problem with this idea, is that the "local players" bar will act as an early warning system, kinda making this harder, but remember, these are bayonets, like banzai charges, there ment to be crazy OR calculated.
PS-Get rid of the local players tab :D
Heres how it could work, Bayonets are a weapon mod, plain and simple, they can only be fited on rifles (more preferably lowtech, or maybe laserblades for HT weapons)
In order for the weapon to go into "melee" mode, you hit the "change ammo" button on your keyboard. Being "x" I beleave. This changes the weapon into a melee weapon with piercing damage (Or other kinds if there would be a rare version)
judging by the equipted weapon, damage would be "decided" by KK about what would be good for its damage. say a pain easer, could deal damge being somewhat similar to its own tl, if not greater (per hit).
Please note, MC skill is involved in this damage, and the absence of MC will heavly hurt the damage given by the bayonet (or G-cutlas).
The aiming system is just like normal melee combat as well.
-Complications for implimentation-
-Animation-"thrusting" animation for each rifle would need to be put in. THis could consume ether a lot or a little time, I wouldnt think it wouldnt take THAT much effort.
-Ammo switching-Like talked about befor, the gun switching from "ranged" to melee, might be tough to do, but since I dont know the code all that well myself, I could see this ether being a mountain or a molehill.
-Adding the blades-adding the blades to each gun might also be hard, but Im not sure once again, this engine is pretty foriegn to me, but if its anything like 3d studio max, it shouldnt be THAT hard.
*Balancing and combat*-Ok heres the real make or break issue. First Bayonets, like in realife, were ment for the "last ditch" efforts or when ammo was a real big issue, they were also used in charges.
So here it goes, The switch between range and close takes about the same time it does to reload, so instant stabbing to shooting is a little tough. Frequency and damage should be decided by KK and company.
Run speed is "SLighty" faster, since you are running at your target to gore the F*** out of them.
MY notes-The only thing I could see a problem with this idea, is that the "local players" bar will act as an early warning system, kinda making this harder, but remember, these are bayonets, like banzai charges, there ment to be crazy OR calculated.
PS-Get rid of the local players tab :D