A new weapons thread

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Gunslinger

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Howdy folks, I'm new to the Fallout community but I'm a seasoned Fallout gamer. Anyway, I've had a bunch of time on my hands so I've thought up of some good *balanced* weapon ideas (nothing like a super-atomic, hand-held mini nuke.) Plus, the other weapons topic has gotten a bit off track. Please don't ban me if these ideas have already been used, I'm still new.

Two-weapon handling: Idea has always been floating around in RPGs and some games, like Baldur's Gate 2, has implemented it. For fallout, both hand slots could be filled with the same gun and fired at the same time or it could just be an inventory weapon called "Dual Pistols" or something.
Revolver: As you can tell by my name, I like old six-shooters. For Fallout, it could be a Colt varient of .44 caliber like the Python or Detective series. Or a Simon and Wesson with eight shots in its chamber. Later on, there could be upgrades like the trusted speed loader that lowers the APs needed for reload, a LAM that increases accuracy, etc.
Assault Rifle with grenade launcher: This could be a traditional Colt M4 or M16 with attached grenade launcher. The grenade launcher would go farther, adverse to a normal thrown one, and be heavier, meaning more shrapnel thrown out and farther blast radius. You select the different firing modes by right clicking on the weapon (switching from single, burst, to grenade launch). Also, the grenade would have one shot capacity before needing to be reloaded and the rifle should be heavier than most due to the additional addon and ammo.
Dual-trigger Shotgun: A shotgun should do blast radius damage and hit more opponents because the pellets spread out once it leaves the shell. Also, if its a double barrel shotgun like the Remington, there should be an option to fire both barrels at once for an increase damage.
Physcic Attacks: The Master had this so why can't the player. There should be a weapon that utilizes the willpower of the player in attacks. Accuracy and damage should be dependant on Intelligence or Endurance and the ammo type would be some of the players hitpoints, thus discouraging the player from spamming it too much. Since its telekinetic powered, the enemy should be thrown back a few squares.
Lightsaber: LOL, definitely a rehashed weapon. Should be melee weapon and use small energy cells, like the cattle prod. And, just to add an interesting kick, it should raise energy resistance, stimulating the block and deflection of the lightsaber.
Shrapnel Bullets: The bullet has two primers. One is the traditional one which the firing pin pierces to make the bullet fly out and the case to seperate. But in this futuristic round, the bullet which has left the gun has a second primer that is equiped with a timer. After five seconds from the leaving the gun, the bullet explodes like a grenade and sends minature shrapnel flying out. The shrapnel is so thin that it has to be removed surgically but the patients always die by then. So the bullet first does Armor piercing damage and then does additional damage inside the target. I posted this idea for DX2 also.
A bayonet: This could be an upgrade for an assault rifle. If the enemy gets to close, you switch through firing modes and stab him. It could have a range of 2 squares like the spear does plus the advantage is you have a melee and firing weapon occupying the same hand slot so you have the other one free.
Phaser: another rehash weapon. It uses small energy cells and has different settings. Stun will, uh, stun the enemy and incapacitate him, making him easier to hit with melee weapons. Medium fire would do fire damage to the enemy and Full fire would be a energy based attack.
A bipod tactical based machine gun: if Fallout 3 includes the different stances of Fallout Tactics (standing, crouch, and prone) then a machine gun with a bipod would be effective. When prone and in conjunction with the bipod, the machine gun has excellant accuracy.

Well, these are my ideas. I don't think any of them will get into Fallout 3 but personally, I think they are balanced enough to get in.

"Credo Ut Intelligam"- I believe so that I may understand.
 
[font size=1" color="#FF0000]LAST EDITED ON Nov-09-02 AT 11:42PM (GMT)[p]>Two-weapon handling: Idea has always been
>floating around in RPGs and
>some games, like Baldur's Gate
>2, has implemented it. For
>fallout, both hand slots could
>be filled with the same
>gun and fired at the
>same time or it could
>just be an inventory weapon
>called "Dual Pistols" or something.

Gah...I almost stopped reading out of disgust when I hit the "Baldur's Gate 2" part. That was mainly put in for the Drizzt fanboys moreso than for rangers.

For a practical implementation, check out how JA2 did this. Crap accuracy unless you are at point blank, and reload takes a very long time.

In other words, really not worth the development time in lieu of other things.

>Revolver: As you can tell by
>my name, I like old
>six-shooters. For Fallout, it could
>be a Colt varient of
>.44 caliber like the Python
>or Detective series. Or a
>Simon and Wesson with eight
>shots in its chamber.

There's a good one.

>Assault Rifle with grenade launcher: This
>could be a traditional Colt
>M4 or M16 with attached
>grenade launcher. The grenade launcher
>would go farther, adverse to
>a normal thrown one, and
>be heavier, meaning more shrapnel
>thrown out and farther blast
>radius. You select the different
>firing modes by right clicking
>on the weapon (switching from
>single, burst, to grenade launch).
>Also, the grenade would have
>one shot capacity before needing
>to be reloaded and the
>rifle should be heavier than
>most due to the additional
>addon and ammo.

Uh...no. Seems to fit more into JA2 or Aliens than the Fallout universe. The underslung launcher isn't quite in the setting time frame.

>Dual-trigger Shotgun: A shotgun should do
>blast radius damage and hit
>more opponents because the pellets
>spread out once it leaves
>the shell. Also, if its
>a double barrel shotgun like
>the Remington, there should be
>an option to fire both
>barrels at once for an
>increase damage.

That would be a very good addition.

>Physcic Attacks: The Master had this
>so why can't the player.
>There should be a weapon
>that utilizes the willpower of
>the player in attacks. Accuracy
>and damage should be dependant
>on Intelligence or Endurance and
>the ammo type would be
>some of the players hitpoints,
>thus discouraging the player from
>spamming it too much. Since
>its telekinetic powered, the enemy
>should be thrown back a
>few squares.

No, because it would take a bit away from the setting. The Master had those attacks because he was the combination of a LOT of people, and through the FEV. The Beastlords and other crap from FOT comparatively didn't fit in, and the player having psionics would not only potentially mar the game balance, but it may also do the same to the setting where everyone and their brother has those powers.

>Lightsaber: LOL, definitely a rehashed weapon.
>Should be melee weapon and
>use small energy cells, like
>the cattle prod. And, just
>to add an interesting kick,
>it should raise energy resistance,
>stimulating the block and deflection
>of the lightsaber.

What are you smoking?

>Shrapnel Bullets: The bullet has two
>primers. One is the traditional
>one which the firing pin
>pierces to make the bullet
>fly out and the case
>to seperate. But in this
>futuristic round, the bullet which
>has left the gun has
>a second primer that is
>equiped with a timer. After
>five seconds from the leaving
>the gun, the bullet explodes
>like a grenade and sends
>minature shrapnel flying out. The
>shrapnel is so thin that
>it has to be removed
>surgically but the patients always
>die by then. So the
>bullet first does Armor piercing
>damage and then does additional
>damage inside the target. I
>posted this idea for DX2
>also.

Oh, yes. Nothing like uber weapons and something so new and advanced introduced into the setting in a world where people are rebuilding off of the ashes of yesterday.

>A bayonet: This could be an
>upgrade for an assault rifle.
>If the enemy gets to
>close, you switch through firing
>modes and stab him. It
>could have a range of
>2 squares like the spear
>does plus the advantage is
>you have a melee and
>firing weapon occupying the same
>hand slot so you have
>the other one free.

That would work.

>Phaser: another rehash weapon. It uses
>small energy cells and has
>different settings. Stun will, uh,
>stun the enemy and incapacitate
>him, making him easier to
>hit with melee weapons. Medium
>fire would do fire damage
>to the enemy and Full
>fire would be a energy
>based attack.

This is Fallout, not Star Trek. There's already weapons like this, I'd suggest you figure out what they are before others roast you. The stun part is a bit useless unless they put in support for subdued or non-lethal takedowns, but otherwise has little bearing in the lethal setting of Fallout.

>A bipod tactical based machine gun:
>if Fallout 3 includes the
>different stances of Fallout Tactics
>(standing, crouch, and prone) then
>a machine gun with a
>bipod would be effective. When
>prone and in conjunction with
>the bipod, the machine gun
>has excellant accuracy.

Not a bad weapons modification/addition, but Fallout is more towards and old-school CRPG than a tactical game.
 
What's wrong with the shrapnel bullets idea? I don't think its such a stretch considering there are also energy cells that fire plasma bullets in Fallout. And I do recall in Fallout 1, the weapon's dealer in the Hub saying something about how he used to sell depleted uranium rounds (which was also used limitedly in the Gulf War). And the basic principles of the shrapnel round is such an impossibilty. A gunsmith these days could probably assemble on, *in principle*. But Fallout isn't truly going according to principle. Basically, the construct of the bullet would be a traditional one, with the point of the bullet partitioned off and filled with primer and gunpowder. So, essentially, a bullet within a bullet. The first primer goes off once the firing pin triggers it, expelling the case, and the part of the bullet that actually flies out is the point, like all real bullets. Except this point is filled with gunpowder and its outer shell is supple copper. Then, as the bullet is traveling through the air to its target, the fuse of the second primer begins to run. The bullet will have already entered the target's body (its essentially hollow pointed but its filled with weight so it should remain intact) and then the primer goes off and the outer case of the bullet explodes into shrapnel. The effect is that the first shot is guarenteed to be the last shot. Sort of like delivery system for buckshot. The whole bullet would do moderate damage while shrapnel within the body will cut up its innards. Consider it if the shell from a shotgun remained intact and the buckshot inside exploded from within.

And as for the lightsaber and phaser, I meant it as a sort of pop culture reference which are littered throughout FO2. They could, perhaps, be found as a result of a random encounter to added humor. Its sort of like the Solar Scorcher: an innovative idea but serves little purpose and doesn't really fit in the game.

"Credo Ut Intelligam"- I believe so that I may understand.
 
Well the thing about the sharpnel bullets is they arent very practical. The energy cells are basically batteries for the guns, therefore efficient, but to manufacture a bullet within a bullet, and include the necesary technology on the bullets to explode right in front of the target would cost way too much per bullet to be practical. Why not just use a shotty or burst weaponry?

If they had another star trek encounter the phaser wouldnt be the worst thing ever to be added in the game, but the lightsabre would just be cheap.
 
GuitaristsBane answred the top part.


>And as for the lightsaber and
>phaser, I meant it as
>a sort of pop culture
>reference which are littered throughout
>FO2. They could, perhaps, be
>found as a result of
>a random encounter to added
>humor.

Shitty and redundent pop culture easter eggs are not and never were meant to be part of Fallout. BIS screwed that up with their bullshit in Fallout 2, and MicroForté further hosed it up in FOT.

The point is that the easter eggs found in Fallout 1 actually FIT into the setting. We don't need any more crappy ones, and if there's another easter egg about a nearly 30 year-old British comedy show that is made into a lame cliché event, it would fairly well prove that BIS' implementation is rather lacking. The ones done in Fo1 were done well. The ones in Fo2 were lame and overflowing.

No more.

>Its sort of like
>the Solar Scorcher: an innovative
>idea but serves little purpose
>and doesn't really fit in
>the game.

What? It wasn't a Star Trek item or something? Fallout is NOT about pop-culture references. The solar scorcher was at least halfway original, even though the special encounter was fairly corny.
 
Chris Avellone said in the Fallout bible that all the psykers had been irradicated, so that wouldn't really work...

O.J. kicks ass
 
>Shitty and redundent pop culture easter eggs are not and never were meant to be part of Fallout. BIS screwed that up with their bullshit in Fallout 2, and MicroForté further hosed it up in FOT.

Hey at least some of them were cool...But they should rather be funny AND practical in some way...Not just something that didn't do anything, like the easter egg down with algernon...

O.J. kicks ass
 
>Hey at least some of them
>were cool...But they should rather
>be funny AND practical in
>some way...Not just something that
>didn't do anything, like the
>easter egg down with algernon...

Actually, that one was pretty clever. An easter egg item that does nothing. Get the fans to boggle that one around.

The Monty Python and other nauseating crap that was just shoveled in there for the sake of just being there - no.
 
maybe they should add old guns like the panzerfaust and the B.A.R and other things
 
Although Fallout 2 had some stupid special encounters, they did make some good ones related to fallout (or its community).

Unwashed Villagers attacking a spammer was great, and netted you nothing.
Talking head kinda fit in.
Where you go back in time was kinda funny ^^
 
I disagree with The Roshambo Warrior. One of my favorite parts was the "Easter Eggs" littering FO and FO2. I would ignore him on this point and on the points of multiple weapons. I think it is a good idea. I've had as many as 18 10mm SMG's at one point. I think a good way to balance it would be have the reload doubled or trippled. If you could mow down a row of enemies with two sets of burst, it would make that weapon stay more usefull later in the game. Perhaps an ambidexterity trait or perk would make The Roshambo Warrior like it better.
 
I liked duplicating Ians because it's cool. Does it mean that it should stay in the game too?
 
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