Firearms. - Printable Version +- NordInvasion Forum (https://forum.nordinvasion.com) +-- Forum: Discussions (https://forum.nordinvasion.com/forumdisplay.php?fid=7) +--- Forum: Community Projects (https://forum.nordinvasion.com/forumdisplay.php?fid=19) +---- Forum: Feature Requests (https://forum.nordinvasion.com/forumdisplay.php?fid=77) +---- Thread: Firearms. (/showthread.php?tid=134) |
Re: Firearms. - Johao - 25-11-2011 Well for realism purposes, firearms should not be implemented in this mod. It's not by miracle that Swadians would have invented black powder and be able to fabricate a small working firearm in such a short time where in history the earliest firearms are actually hand cannons the size of logs, Very inaccurate, heavy and sloggish. It takes 2 centuries to get a working aquebus that doesnt explode on people's faces. And besides, the Nords arent that dumb not to utilze the Swadian made-firearms and use it against us, which in this case, we will die much faster. Firearms are handy in a clinch, but in most cases, unfair. While it's a long reloading process for firearms, their unbeatable damage and accuracy means that everyone will start to buy heavy armour and firearms, and weapon diversity is considered useless, since you can practically 1-hit ko a Nord Knight with just a firearm. The reference of firearms from Full Invasion has totally different scenarios than Nord Invasion. 1)Full Invasion does not let you choose your armour for you, that being you're stuck to a group norm that carries the same type of weapons and armour in each group so no one whines about unfairness. Nord Invasion on the other hand, is a persistant online game, which new players will truly feel unfair when their kills are ks-ed by Firearm totting plate armoured men. 2)The colonists are the only team in Full invasion to utilize firearms. While they are superior in damage and range, they do not have strong melee weapons, nor pocess surcoats to protect them from, well.... anything (Guards are an exception, but they dont recieve firearms) Nord Invasion has access to heavy armours, regardless if you have a firearm or not, you can practically blast your way through Huscarls while carrying a Sword of War. 3)Firearms are instakill weapons. They fire at a straight line, can be reloaded while moving(for pistols), and are readied fired like crossbows. Full invasion's features are teamwork, so no one's actually complaining about getting money or exp. Nord Invasion on the other hand, goes by a persistant character, if there isnt fair game in the matches, everyones going to hate each other for the abuse of firearms. In short, firearms are a bad idea. cRPG never implements them for persistant characters. Native dont think it would be fair to play M&B like a Call of Duty Deathmatch. It is very suitable for particular purposes, but spoils in other aspects. Re: Firearms. - King of Scotland - 25-11-2011 What about you make em' really really slow to reload? Re: Firearms. - Johao - 25-11-2011 (25-11-2011, 05:25 PM)King of Scotland link Wrote: What about you make em' really really slow to reload?It would prove useless if that is the case, and it would be hailed as the noob gun for its extensive use in first blood kills. Re: Firearms. - King of Scotland - 25-11-2011 Who cares about first blood kills? Usually it's the cav who gets those you know. Re: Firearms. - Melvarius - 26-11-2011 (25-11-2011, 12:27 PM)Johao link Wrote: Well for realism purposes, firearms should not be implemented in this mod. It's not by miracle that Swadians would have invented black powder and be able to fabricate a small working firearm in such a short time where in history the earliest firearms are actually hand cannons the size of logs, Very inaccurate, heavy and sloggish. It takes 2 centuries to get a working aquebus that doesnt explode on people's faces. I just assumed that we'd be fighting against nords with guns. Re: Firearms. - zacxx - 26-11-2011 Hmm... I see your points, and agree in some aspects, but I still think firearms, that is, one or two or a few highly expensive guns that is no easy task to get, could be added to the game. im not saying make them cheap weapons that any noob can get a hold of, make them expensive, slow to reload, powerful, and only let a certain class use them. Re: Firearms. - Melvarius - 26-11-2011 It should be a donator weapon. Re: Firearms. - Johao - 26-11-2011 (26-11-2011, 12:49 AM)Melvarius link Wrote: [quote author=Johao link=topic=147.msg929#msg929 date=1322224077] I just assumed that we'd be fighting against nords with guns. [/quote] You know, i like that, everyone cowering behind props while Nords can just plop them off in open ground, quite tactical for people to stay back and work together. I think it could be an expensive anti-boss weapon, I take back what I said about first blood kills, I dont think it mattered much if it helps the team alittle in taking out 'some' boss waves. But it could be for a specific purpose in carrying firearms, to counter tough bosses, everything else is useless for the firearm however, unless you use it as a low-damage club. Although, there has to be a logical reason for Swadians to carry firearms (I'm waiting for your bright ideas Melvarius) Re: Firearms. - Golradir - 26-11-2011 Shoo, guns belong to idiotsĀ in mount&musket and WFaS :| Re: Firearms. - Roran - 26-11-2011 The only firearms I'd ever see in this mod is for a boss NPC wave. Those firearms would be untakable due to requirements though. |