A Couple Attachments

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Shadow
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A Couple Attachments

Post by Shadow » 30 Nov 2015, 14:13

Summary (a quick, 2-3 sentence summary): A few new attachments, just a couple things I was thinking about. Not really important, but something I thought might be cool.

Benefits (How this will benefit the server and game as a whole): I think this would add a touch of diversity, as well as slight advantages to the marines. On top of this, marines would have to choose between external and internal attachments.

Details (Description of how you think this would work, the benefits, etc):

-Extended Clip: An extension on the rifle's/pistol's magazine slot, allowing it to accept extended magazines. The magazines would be accessed either via a visa thing that comes with the clip extender, or in the cargo vendor.

-Electronic Sight: A small sight mounted on the top of a rifle/smg that ups accuracy. Not much else to say.

-Burst Modifier: A small something attached to the firing mechanism of the gun, switching it from single/auto/semi-auto to burst fire, with a 3-5 round bursts.

-Heavy Mechanism: Replaces the whole firing mechanism, giving the rounds flying out of the gun more power, allowing them to do more damage, but slowing the fire rate considerably.

-Light Mechanism: Replaces the whole firing mechanism, increasing the rate of fire on the gun, but decreasing the power of the rounds being fired.

Implementation (Optional, if you have an idea how to implement it): This might be very complicated, I have no idea, but maybe add some more attachment slots, that are internal, and add more attachments that can only fill internal slots on a weapon, allowing for internal modifications
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Derpislav
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Re: A Couple Attachments

Post by Derpislav » 30 Nov 2015, 14:17

I've suggested an entire "gunsmith" job before for such in-depth customization as trigger groups and inner workings, but the problem is - someone has to code it.
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Shadow
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Re: A Couple Attachments

Post by Shadow » 30 Nov 2015, 14:26

Derpislav wrote:I've suggested an entire "gunsmith" job before for such in-depth customization as trigger groups and inner workings, but the problem is - someone has to code it.
I know that someone needs to code it. I'm aware it would take work, it isn't necessarily important, I just thought it'd be good.
"Sir, I'll have you know I'm a Bronze Heart recipient!" - Alex Noble

I play a bunch of characters, mostly Alex Noble.

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Re: A Couple Attachments

Post by Wickedtemp » 30 Nov 2015, 14:30

... If somebody gets all of the damage increasing attachments, they could very well have a super-weapon.

Gonna vote 'Nope.' on this one.

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SkyeAuroline
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Re: A Couple Attachments

Post by SkyeAuroline » 30 Nov 2015, 14:34

Solid +1 for variety, if I could give it a +2 then adding the gunsmith job would get an extra one from me. It'd take work off the RO in the beginning of the round and let them maybe be useful for once, ever.

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Arachnidnexus
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Re: A Couple Attachments

Post by Arachnidnexus » 30 Nov 2015, 15:09

Barrel charger already basically does what the heavy mechanism does, and quickfire covers the light mechanism. Quickfire balances out the benefit by reducing the odds to hit which on average should translate to less damage. The two attachments here that could be nice would be extended mag and the burst modifier, but they would have to take up some important slots or have some downsides.

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NoShamNoWow
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Re: A Couple Attachments

Post by NoShamNoWow » 30 Nov 2015, 15:40

Some of these attachments are already in game, but i'm +1-ing for the Extended Clip.
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Re: A Couple Attachments

Post by hockeylife68 » 30 Nov 2015, 16:05

this would be nice

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apophis775
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Re: A Couple Attachments

Post by apophis775 » 30 Nov 2015, 16:45

Eh, Denied for now. Some of this stuff is difficult to do. For example, the extended magazine would mean I'd have to code a second type of magazine.

People don't seem to understand how guns work anymore. You don't just "buy an extended magazine and always have extra ammo". Your using a new magazine type.

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