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Post by mandomaniac on Feb 3, 2014 16:21:50 GMT -5
I know a lot of ppl hv asked about swords and weapon attachments et al... but what about instead a line of "military grade" rifles equiped with bayonets... these rifles would take up both weapon slots so that stats can be counted separately... rifle proper use standard gun calculations while "swapping" to the bayonet uses brawling and strength like other melee weapons... as for nano-pollution the rifle pulls the blade into a special compartment that can clean and restore it to a sparklingly deadly shine... as for legallity the rifle would look relativelt normal until the blade popped out and make them very difficult to find like in the mars backroom arms dealer or some such similar establishment... also due to class restrictions the weapons are limited to cks and maybe agentXs to make use of their high strength...
Any Thoughts?
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Post by Deleted on Feb 3, 2014 16:50:51 GMT -5
In cyberpunk terms thats like giving a rifle a cyberspur. I guess its not a TERRIBLE idea outside the real world of weapons, but I,m going to make a guess that the game mechanics wouldn't support it. Probably the same thing could be said for other combo weapons like underbarrel grenade launchers.
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Post by mandomaniac on Feb 3, 2014 18:27:53 GMT -5
What if mabye weapon attachments like "cyber spur" or a scope et al were set up as separate weapons... that would balance adding attachments because it you would be limted to 1 and it would cost u ur alt weapon... execpt in case of bayonet... u could hv many catagories and grades of attachments... and as far as explosives... instead of area effect (which i would truly love but understand is highly unbalanced) maybe hv a weapon that always hits and does at least 1hp damage... only hard armor has a chance to negate the damage altogether... also any explosive weapon would hv a minimum range ie u cant throw a grenade at someone adjacent to u for obvious reasons lol
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Post by fallen on Feb 3, 2014 19:00:53 GMT -5
mandomaniac - very cool ideas. Weapon mods are definitely on the long-term roadmap for Cyber Knights. Right now, however, the focus is on big ticket items that will fix early-game balance for new players and extend game challenge for late-game players. Jobs and combat.
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