More Shotgun Shell Variety

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Yealsey
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More Shotgun Shell Variety

Post by Yealsey » 08 Dec 2015, 19:30

Summary (a quick, 2-3 sentence summary):
Implementing diverse rounds for a shotgun shell. For example a Slug has increased range and accuracy at range and more damage. however suffers a CQB aim effectiveness. Buckshot has a wide spread and does massive damage close up but absolutely useless at range.

Benefits (How this will benefit the server and game as a whole):
More people will be enticed to using the shotgun, giving marines more diversity and more effectivness or ineffectiveness at range or CQB

Details (Description of how you think this would work, the benefits, etc):
Different shells in separate boxes, or the RO could order special shells in a crate, giving him more things to do.

Implementation (Optional, if you have an idea how to implement it):
Code it and pop that sucker in for trade
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SkyeAuroline
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Re: More Shotgun Shell Variety

Post by SkyeAuroline » 08 Dec 2015, 19:57

+1. Shotgun sucks as it is, even if this won't solve the basic problems with it it's a step in the right direction.

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apophis775
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Re: More Shotgun Shell Variety

Post by apophis775 » 08 Dec 2015, 21:25

I'd have to check it out again, but if i remember, a LOT of the variables necessary for things like range, accuracy and such are controlled by the gun.


but again, I'd have to check into this.

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SkyeAuroline
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Re: More Shotgun Shell Variety

Post by SkyeAuroline » 08 Dec 2015, 21:27

apophis775 wrote:I'd have to check it out again, but if i remember, a LOT of the variables necessary for things like range, accuracy and such are controlled by the gun.


but again, I'd have to check into this.
I know you always mention that you've recoded everything, but in standard Baycode, damage is controlled by the projectile entity itself. Multiple shell types are available because they fire different projectiles, and that's what does extra damage.

By the way, I know you're going through suggestions, but the server's been down for over an hour and a lot of people have been waiting on you while you go through these.

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Re: More Shotgun Shell Variety

Post by apophis775 » 09 Dec 2015, 03:52

Noone told me the server was down. It's on a remote VPS and i frequently go through the forum on my tablet and thus, can't see the status of the server. Once someone ACTUALLY TOLD ME (via a PM over steam that i got on my phone, since noone messaged me on the forums, skype, byond, or anything else) it was up about 15 seconds later. I do have a life outside of CM and can't watch every second of the day.

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SkyeAuroline
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Re: More Shotgun Shell Variety

Post by SkyeAuroline » 09 Dec 2015, 09:46

apophis775 wrote:Noone told me the server was down. It's on a remote VPS and i frequently go through the forum on my tablet and thus, can't see the status of the server. Once someone ACTUALLY TOLD ME (via a PM over steam that i got on my phone, since noone messaged me on the forums, skype, byond, or anything else) it was up about 15 seconds later. I do have a life outside of CM and can't watch every second of the day.
People posted in the shout box when we saw you online, guess no one actually PMed you.

Back to the topic at hand before it derails too much, a few shell ideas:

Buckshot: Here's your T1 melter. Short range, not the most accurate, but when it hits it'll hurt like hell. Not entirely realistic, but it'll help with getting everything into a niche. If damage varies by shell, this really just needs to be able to 1-shot runners; it's a 12 gauge, after all.

Slugs: More accurate, longer range. Probably a slight damage drop for balance.

Dragon's Breath: First exotic shell type, should be orderable only. Produces a 1x3 or 1x4 gout of flame in the direction it's fired. No damage on its own (burn only), burn time equal to or lower than a minimum setting flamer. Lights xenos on fire. Utility shell mostly; clears weeds, makes xenos retreat, but doesn't really do anything itself.

Stun Shell: An overcharged capacitor and contacts crammed into a shell. Second exotic shell type, also orderable. Very slight damage (5 burn?), applies a second or two of stun and 4-8 seconds of reduced speed. Usable for mutinies by MPs without being lethal, gives a counterpart to spit without being common or overpowered, helps ensure that xeno attacks aren't just "toss hugger, sprint in, pull and sprint out", mitigates the speed difference on weeds slightly while requiring marines to dedicate someone to it.

Flare shells: possibly orderable shells to tie into the "Flare parachute" suggestion elsewhere?

I'll come up with more later, but that might give a solid start.

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Re: More Shotgun Shell Variety

Post by monkeysfist101 » 09 Dec 2015, 11:34

If buckshot becomes standard issue, I'd like to suggest adding in cut-shells. If you cut buckshot or bird-shot along the wad, it makes an improvised slug. The plus side would be that it would gain the stats of a slug, but would have a RNG chance of malfunctioning and firing as regular buckshot. They could be crafted by using a knife on a buckshot shell.
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Re: More Shotgun Shell Variety

Post by Infernus » 25 Apr 2016, 17:36

Duplicate.
Image

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