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Picatinny Rails, 24XX edition

shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
It's a good thing that we can swap out weapons and consoles on ships to suit particular situations, and that this functionality was extended to kits and their modules. Recently I found myself asking, not for the first time, why not extend this to personal weapons and armor and their mods? There is a reason, after all, that Picatinny rails and their ilk are so common on current-day firearms... a reason that can't have become less relevant with the passage of time. For other game examples, consider recent CoDs, the Army of Two games, and even Defiance (which, however, screws it up with that old added-mods-are-fused nonsense); Section 8: Prejudice is noted for armor customization.

Q: So how does this work?
A: The idea is that all weapons come with a quartet of mod slots, and the mods themselves are distinct items that can be found in the world, purchased from stores, or crafted. Rarity is, of course, relevant (just as rarity affects a weapon's base damage, a mod's rarity affects the magnitude of the bonus it confers).

Q: What about special mods like [Borg] or [SHeal]?
A: In theory, these could still be found - albeit rarely (very so in the case of [SHeal] or [SDisrupt]) - in the world, but purchasing and crafting would be tied to the appropriate reputations (i.e. NSF for [Sonic]). This also leaves room for things like [Refrac] or [Nanite]...

Q: What about melee weapons?
A: It seems plausible that they would have their own set of mods that do the same things as the ones for their ranged counterparts, yet are distinct (i.e. you can't put the [Dmg] mod for a bat'leth on your disruptor, or vice versa). Of course, the availability of melee weapons is a whole other topic outside the purview of this thread.

Q: How does this affect weapons with unusual alt-fires (i.e. KHG/Adaped MACO PWA; Dyson proton beam rifle; etc)?
A: Actually, the PWAs mentioned above would be affected by another possible outgrowth of this system: the fact of rifles having a fifth slot that is used exclusively for underbarrel weapons. The others would gain the UB slot, but remain otherwise unchanged.

Q: Did you just say 'underbarrel weapons'? Like the real world's M203?
A: Oh yes I did. There'd be a variety of these: an assortment of grenade launchers (photon, plasma, smoke, anesthazine), mini-PWAs, and even microflamers; which, like mods, come in different rarities. Note that these would not replace the host weapon's alt-fire, but add an action that must be slotted into the taskbar (much like the TFO gear sets' integral remodulators).

Q: So this change goes live. What does this mean for my existing weapons?
A: As I recall was done with kits, you would be able to turn them in at a vendor and receive in exchange a package with the weapon and mods in component form. For example, you have a rare disruptor PWA with [CrtH][Dmg][KB3] - you turn that in and get a package containing four items: the rare disruptor PWA (with its quartet of mod slots plus UB slot) plus three common-quality mods: [CrtH], [Dmg], and [KB3]. A KHG/Adapted MACO PWA will come back with the abovenoted slots, plus a separate common photon GL.
Post edited by Unknown User on

Comments

  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited March 2015
    So, a "Gem" system, really.
    T93uSC8.jpg
  • bobguy81487bobguy81487 Member Posts: 1 Arc User
    edited April 2015
    I think this would be a huge step towards making not only ground combat a lot more fun, but space combat too! :cool:
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited April 2015
    Ha, people cramming more TRIBBLE on their weapons that don't need it :cool:
    XzRTofz.gif
  • stofskstofsk Member Posts: 1,744 Arc User
    edited April 2015
    If there was one thing I wish they did itemise for ground gameplay it would be tricorders. I don't know how they'd do it but I'd prefer it over stuff like adding picatinny rails to our phasers or disruptors.
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    edited April 2015
    stofsk wrote: »
    If there was one thing I wish they did itemise for ground gameplay it would be tricorders...
    That's... actually not a bad idea. And I do have an idea as to 'how' - just look at how secondary deflectors work with science ships; make tricorders another piece of gear with its own equipment slot. Perhaps tricorders could come in flavors akin to secondary deflectors (example: an inhibiting tricorder would apply a delayed burst of radiation damage to the targets of electrogravitic fields; another might be a 'combat-oriented' model, with +expose_chance and/or +expose_duration. As for crafting, they too would come under the Science school, I imagine.
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