Starbound

Starbound

Old War Armory (Firearms, Cosmetics, Gear) v1.746
Sonsalt 3. jan. 2017 kl. 8:38
Guns N Ammo
Found this resource mod recently on the forums,

http://community.playstarbound.com/resources/guns-n-ammo-mod-resource.4339/

"This is a modding resource aimed to give other modders ability to create guns that consume craftable ammo to shoot."

With the type of mod you are going, this could really be a good fit
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Magic Shmagic  [udvikler] 3. jan. 2017 kl. 11:32 
We'd definitely love to do something like this, and it'd be a huge help fixing some of the balancing issues we've been having. We already have a lot of sprites and assets to build off of, so it would be pretty straight forward as well.

Our only worry would be alienating users who prefer the standard Starbound ammunition system, so we'd need to figure out some way to deal with that. It's possible we might include a content pack that converts all the current gear to the new ammunition system, while keeping the base pack the same.

Optional/Extended download?
How would y'all feel about that?
Sidst redigeret af Magic Shmagic; 3. jan. 2017 kl. 11:34
[Spitfyre] kjs 3. jan. 2017 kl. 20:33 
i for one would love to have a Real AMMO in game instead of the base maybe you could make it so the defaults are weaker and the ammo ones and stronger?? and in seperate workbenches
Sonsalt 4. jan. 2017 kl. 2:40 
@magic, thanks for your reply.

I am glad you like the idea and I am more than happy to help. :)

It would indeed make most sense to create a separate mod, that entails this massive balance change.

There are also several other aspects to consider:

1. Ammunition stacking
In order to allow the player to carry enough ammunition without filling up his entire inventory, it is needed to properly size the magazines. There are also stacking mods that help to increase the stacking

2. Ammunition crafting
Ingredients should not be too rare and well balanced, tough to do: Preliminary I was thinking about

Gunpowder (Oil, Volatile Powder, coal)
Casings (copper, ...)
Bullets ( lead..., Iron bar )
Think about crafting bombs...

3. Ammo Types
Having the right amount of ammo types but at the same time not too many is key. Game play wise this means that you can find a new awesome weapon but first have to craft ammo for it.

New ammunition types should be unlocked when you have the first weapon for it. (optional)

4. Extending ammo consumption to all weapon types
To really make this work, one has to edit the master classes so the changes bleed through to the sub types. Personally I would like to include compatibility to the Fracking universe mod, as it is one if not the most used one (this is why a separate mod is needed)

5. Balancing.
With the need to craft ammo, the weapons that need that definitely should be stronger, however it also shifts the focus more towards melee weapons, as you don't have to reload. At first I would be quite conservative with increasing the damage output. Otherwise you might get power creep:
https://www.youtube.com/watch?v=Bxszx60ZwGw
https://www.youtube.com/watch?v=M3b3hDvRjJA

For more we can talk on Skype or Discord :)
Sidst redigeret af Sonsalt; 4. jan. 2017 kl. 2:45
Willows Drachen Wulf 28. apr. 2017 kl. 11:45 
You could go along the route Barret's Armoury went about, using a reloading system that took all your energy and had a quicker recharge. It was the secondary fire of the weapons. Just throwing in my two cents. :fhappy:
Barry 26. nov. 2017 kl. 22:59 
Long time no update on this thread... Is this still in the works??? this sounds like an amazing idea
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