A Post-Nuclear Mod for S3 (Sentinels)


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#121 Okim

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Posted 08 August 2014 - 09:25 AM

Guys.

A little update for current weapon conversion system. I am a bit unsattisfied with it`s current mechanics and have some ideas of how to improve it.

A little reminder

Currently we have a set of weapons with certain attachments applied to them (laser sights, combat scopes and etc) via a guy in armoury. The system is highly restrictive (by no more than 2 attachments per gun) due to the amount of models a single weapon needs to accomodate all possible combination. For example - a 6mm rifle has more than 10 different models each with it`s own item/weapon/weapon type/string entries to provide all the characteristics a gun has with these attachments. It`s time consuming and requires a lot of dedication....

To be honest i often find myself putting just a combat scope for most of the guns - it unlocks a careful shot mode for the gun its installed on.

New system concepts

A new system that i`m currently trying to design is a bit simplier from technical side and a bit difficult from player`s side. The idea of these new mechanics is simple - each attachment has it`s own inventory item (a scope is indeed a scope, a silencer - is a silencer). To attach a scope to a gun you no longer need to get back to base and pay money for. All you need is a suitable gun, a scope item in your inventory and a simple workshop (a desk with tools, for example) that you can find on some maps during play throught and which is always present at the base.

When clicking on such workshop you`ll be prompted which attachment you wish to install to your gun.

Upgrade sets

In order to cut down amounts of useless models/weapons - there will be specific weapon upgrade sets for some guns. For example there would be 5 upgrade options for your 6mm ar:

1. tactical rifle with a silencer, a laser sight and a combat scope (silenced multirole rifle with careful shot mode and cheaper shots).
2. CQC rifle with red dot and tactical laser (fast to fire both in aimed and snap shot modes).
3. marksman rifle with bipods and sniper scope (good aim boost while prone and unlocked sniper mode in the cost of snap shot).
4. light support rifle with extended mags and bipods (good recoil compensation while prone and nulocked long burst mode).
5. combat rifle with just a combat scope (easy to create, but with just a single stat increase and unlocked careful shot mode).

Stripping down upgraded stuff

With the amount of modified guns reduced by addition of sets it would be possible for me to allow players to strip guns from all attachments these guns have. Imagine finding a hunting rifle and upgrading it with a sniper scope stripped from your 6mm precision rifle (that might be faster to fire, but deals much less damage than 7mm rifle). Or taking an extended mag mode from bandits 9mm auto pistol for your light support version of 6mm AR (a bit stupid and non-logical as it sounds, but quite useful in game).

What it brings

This sistem makes you independent from the need to get back to your base (you`ll be able to modify your gun in almost any mission where you find an attachment be it a bandit camp or an abandoned bunker).

This also removes the necessity to pay for the upgrade. However, some attachments will require you to buy them from some NPCs or from base`s store.

You`ll no longer have useless low-impact upgrades like a tactical laser on a 6mm assault rifle or just a silencer on it.

Attachments will now be obtainable items which you can find at different missions, on randoms, get as a reward and etc. This adds a bit more fun to the game.

You`ll have an option to either upgrade your pistol with a tactical laser right away or wait for a proper attachments to get a tactical rifle set for 6mm AR, for example.

You`ll be able to 'strip down' an upgraded gun that you no longer need or wish to provide with a different set.

All attachments are going to be universal. This means that you can use combat scope for any guns. Of cause this may create some odd situations like silencers being interchangable between 9mm and 6mm guns (which surely not so IRL), but this should not cause problems in the game. A simple explanation should do the trick.

A feel that you are actually working on an 'put-an-attachment level' rather than on 'buy-a-permanent-upgrade level' as it is now.

What do you think of it?

#122 Space Voyager

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Posted 08 August 2014 - 03:22 PM

I think two mods around here are really, REALLY tempting me to get S3. Yours is without a doubt one of them.

The system you are proposing is definitely a far more natural and realistic. I guess it would have to be well balanced though, which you're probably doing by the need to buy some attachments.

#123 Space Voyager

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Posted 14 August 2014 - 10:21 AM

Ok, so I got the game. I'm planning to try it on after I'm done with FTL. Please advise me on your mod - should I try the game without it first to see the difference or is this simply a matter of decision on which setting I'd like more?

#124 Okim

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Posted 14 August 2014 - 11:13 AM

I advice you to try out the core game first. Current version of APN is quite outdated.

#125 Okim

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Posted 16 August 2014 - 09:47 AM

6mm Assault Rifle and all it`s 6 versions (animated gif img):

Posted Image

Each upgrade, except for the PDW version, requires 2 different attachments. Upgrades are specialised in certain battlefield roles, but all are considered to be of the same weapon type for the required skills and perk bonuses (to be specific - all are considered as vanilla 'SMG' type weapon).

#126 Okim

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Posted 17 August 2014 - 05:49 PM

10mm SMG and it`s two upgrade options (former one had more then 8! most of which were useless):

Posted Image

6mm Light Machinegun and it`s two upgrades (NOTE: CQC version is converted from 'heavy weapon' into 'close combat' weapon type):

Posted Image

6mm Machinegun and it`s single, but powerful upgrade option (NOTE - this MG can fire only in long burst, so combat scope provides just it`s standard '+5 to effective range' bonus making 6mm MG a bit more accurate at med/long range):

Posted Image

ALL models shown above and in previous post were reworked. The most heavily modified one belongs to SMG 10. It`s bulky case was adopted for S3 animation type so that it wont 'fall out' off hands that much.

As you might have noticed - ALL attachment models were also reworked and retextured. They no look much more detailed.

#127 Okim

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Posted 17 August 2014 - 09:47 PM

Basic pistols in their standard and tactical variations (1 upgrade per pistol):

Posted Image

12mm Revolver in basic and upgraded version (currently called 'Hunting', but probably needs another name):

Posted Image

10mm Dual Pistol is currently undergoing a complete rehaul. It will have a combat version with a tactical laser and a combat scope to close all possible and logic pistol combinations.

As you`ve probably noticed - there are 7 attachment types: silencer, tactical laser, holo scope, combat scope, sniper scope, bipods and extended mags. Each gun (so far) has a number of versions ranging from 1 to 5. Each upgrade requires you to have 2 different attachments.

The amount of guns and attachments should provide a player with some field of experementations.

#128 Toneone

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Posted 18 August 2014 - 03:38 PM

Whoa :)

Still very impressed by your work, please keep at it! Really looking forward to the next playable demo.

#129 Okim

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Posted 30 August 2014 - 06:19 PM

Hi guys. A little progress update.

First of all - i`m in the middle of the whole model rehaul. As i wrote earlier - i`ve decided to rework the entire weapon modification system for the mod. New system requires a player to interact with a specific workbench (to be specific - with a locker next to it) in order to invoke a dialogue. Linky to a screenshot...

While working on this i also decided to improve some (most) of the models so that they wont look 'out of place' while being wielded by pers in game. The issue here is that all guns in the original game didn`t have much of a barrel stocks (those guards in front of the weapon that you can see on modern firearms). Because of this the basic animation for holding and firing from the guns looks like the pers is holding the weapon by the bare barrels. This has issues with modern looks of the guns in APN, but not so major. With the rehaul these issues are even less obvious and can be ignored. Linky to a screenshot...

Secondly - i`m adjusting the description system for all of the guns. Weapon desc now includes info on possible modifications and what is required for it. Modified weapons get info on what attachments can be removed from it (yes, you can now revert any made mods and even strip looted guns for any possible attachments). Linky to a screenshot...

Thirdly - the rehaul of the system also required an introduction of the new set of items - those attachments themselves. And this now have some implications - the main of them being attachments selling. If you sell one - you`ll never get a chance to buy it back (due to limitations for store and current item type). However - you can buy attachments that are predefined to appear at store. Linky to a screenshot...

The last thing that is currently being tested - is a small visual rehaul of the base. It now suits the lore (for it being a bomb shelter) and player is given some freedom to explore it a bit. I`ll expand further at some later phase to include additional interactable quest-giving persons and etc. Linky to a screenshot...

That is for now. There is much work to do before i can release something playable, but at least you know that i`m working on it Posted Image

#130 Okim

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Posted 30 August 2014 - 09:45 PM

Got my server down for missing a payment, so all the images are no longer available :(

#131 Space Voyager

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Posted 31 August 2014 - 06:25 AM

Ouch!

#132 Okim

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Posted 31 August 2014 - 06:37 AM

Yeah. Shit happens...

#133 Okim

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Posted 01 September 2014 - 07:26 PM

Ok. Server is up and running again and all the images are back on-line.

Here are a few new fancies for your judgement.

9mm SMG. One-handed light smg and it`s assault modification.

Posted Image


9mm Burst SMG with it`s tactical variant.

Posted Image

10mm Compact (or light) SMG and it`s assault version (note the clipped mags and an integrated flashlight that is just a decoration).

Posted Image



And the perl of my current skills - a 10mm Dual Shot Pistol and it`s cool looking assault version (tactical laser is attached to the combat scope!).

Posted Image


There are also reworked rifles and other guns that i don`t want to show right now. Haven`t touched the shotguns yet, but i`m getting closer to them (they are difficult to remodel with attachments and proper helding).

#134 Space Voyager

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Posted 02 September 2014 - 10:20 AM

Looks cool enough, but heavy as hell... What is the benefit of a two barrelled pistol?

#135 Okim

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Posted 02 September 2014 - 10:47 AM

Up to 30x2 damage per 15 AP at close range. Comparing to up to 25 damage per 12 AP for basic 10mm pistol it`s quite a lot. Isn`t it?

The thing is that this particular pistol can get a careful shot mode which boosts its accuracy at medium and even long range. To be clear - this is one of three handguns in the mod that can do that. Other pistols and sawn-off weapons are purely close combat guns.

I`m trying to provide a player with as many options per weapon class as I can. If you are playing with a medic/engineer who has bonus to pistols - you might want to get him such a handgun. If you have a sniper - he will always be forced to use a secondary weapon as sniper scope removes a snap shot mode. If you a playing a scout - the first hit from such gun may lead to dire consequences to your target. And etc.

#136 Space Voyager

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Posted 02 September 2014 - 11:36 AM

Sorry, I wasn't clear - I was asking more about reality. Naturally in the mod you can attach a modifier significant enough to be worth it.

#137 Okim

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Posted 02 September 2014 - 11:56 AM

Hmm. Can`t say anything about modern real-life implementation of multi-barrel pistols. It was worse the effort when there was no such thing as 'clips' and reload took a large amount of time and concentration. But right now in modern warfare there is indeed no need to have multiple barrels on pistols. However - I`m aware of some twin-linked assault rifles that produce tremendous rate of fire with almost the same recoil as a usual AR does. So having a two-barreled handgun in a virtualized universe is not so bad, I guess?

#138 Space Voyager

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Posted 02 September 2014 - 12:17 PM

Not at all, as long as it looks cool and has an effect! :D

#139 Orcinator

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Posted 28 October 2014 - 02:01 PM

With Wasteland 2 and Jagged Alliance: Flashback being rather disappointing, I really, really hope this mod will eventually be finished.


Also have you thought about letting people donate to you, either through paypal or patreon?

#140 Okim

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Posted 28 October 2014 - 02:49 PM

Hi. I wish this too. To bad about your experience with W2 and JA. I must confess I bought both and deleted them right after the couple of hours after release. Both are... well... strange games.

Speaking of the donating... There is a pay pall donation button hid at my Okim Studios site.




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