Poll

Would historically accurate firearms be a good addition to cRPG?

Yes, if they are balanced.
65 (53.7%)
No.
56 (46.3%)

Total Members Voted: 121

Author Topic: Adding firearms to cRPG  (Read 10620 times)

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Offline Christo

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Re: Adding firearms to cRPG
« Reply #105 on: April 04, 2011, 07:49:10 pm »
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But those early Hand cannons were crap. That should be shown in-game.

Only the Matchlocks/Arquebuses should be somewhat useful.
But not in rain. Even in the 17-18th century it was hard to reload a musket in such conditions.

With such early designs, it was impossible. That's why an army failed, because when the time of battle came, it was raining, and they relied on Arquebusiers too much.. fail.
« Last Edit: April 04, 2011, 07:53:30 pm by Christo »
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Re: Adding firearms to cRPG
« Reply #106 on: April 04, 2011, 10:20:21 pm »
+1
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Offline Kafein

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Re: Adding firearms to cRPG
« Reply #107 on: April 04, 2011, 11:47:45 pm »
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NO


Ranged weapons we have are enough of a plague to the common gameplay.

Offline Hunter_the_Honourable

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Re: Adding firearms to cRPG
« Reply #108 on: April 05, 2011, 06:08:17 pm »
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8 letters COD, BF, MOH
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Offline Tomas_of_Miles

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Re: Adding firearms to cRPG
« Reply #109 on: April 05, 2011, 06:50:11 pm »
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The engineering skill could be scripted into the character menu, which would affect the guns you could use like powerdraw and powerthrow do for archery and throwing, or instead of the weapon having requirement, the ammo could have requirement, limiting the amount of gunfire.
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Offline Tomas_of_Miles

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Re: Adding firearms to cRPG
« Reply #110 on: April 05, 2011, 07:04:10 pm »
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To be honest we already have Vikings fighting Samurai fighting Ninjas fighting Western Knights from different centuries fighting Mongolians fighting Trollbears fighting crossdressers fighting an assorted range of peasants. We have so much variety in this mod, which draws in a lot of people. The persistence of the mod keeps them here. Guns are definitely in this time period, in various guises. They would work against heavily armoured foes, but reload too slowly to take on a horde of lightly armoured athletes. There's the balance. We'd see a range of new builds, like dedicated gunners, dragoons, and 1 shot pistol ninjas. Oh yeah, and some guns should have an alternate melee mode, maybe a bayonet for basic defensive purposes.
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Offline Christo

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Re: Adding firearms to cRPG
« Reply #111 on: April 05, 2011, 09:07:42 pm »
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Nah, bayonets and pistols would be a bit too much.
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Offline Hunter_the_Honourable

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Re: Adding firearms to cRPG
« Reply #112 on: April 05, 2011, 10:39:55 pm »
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To be honest we already have Vikings fighting Samurai fighting Ninjas fighting Western Knights from different centuries fighting Mongolians fighting Trollbears fighting crossdressers fighting an assorted range of peasants. We have so much variety in this mod, which draws in a lot of people. The persistence of the mod keeps them here. Guns are definitely in this time period, in various guises. They would work against heavily armoured foes, but reload too slowly to take on a horde of lightly armoured athletes. There's the balance. We'd see a range of new builds, like dedicated gunners, dragoons, and 1 shot pistol ninjas. Oh yeah, and some guns should have an alternate melee mode, maybe a bayonet for basic defensive purposes.

there's a mod that has this its call Mount and Musket....
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Offline Peasant_Woman

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Re: Adding firearms to cRPG
« Reply #113 on: April 05, 2011, 10:45:28 pm »
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Mount and musket is fun for 10 minutes and then you realise that there is no persistence and that it is a reskinned native where you get to spend 80% of your playtime reloading, or having your horse shot from under you if you play cavalry.
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Offline Kafein

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Re: Adding firearms to cRPG
« Reply #114 on: April 06, 2011, 12:01:08 am »
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Mount and musket is fun for 10 minutes and then you realise that there is no persistence and that it is a reskinned native where you get to spend 80% of your playtime reloading, or having your horse shot from under you if you play cavalry.

True. M&M mod is for granpa's unable to play melee. I played for a few hours and went topping the scoreboard each time I took cavalry with sabre and dismounted  :o

Offline Hunter_the_Honourable

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Re: Adding firearms to cRPG
« Reply #115 on: April 06, 2011, 05:32:01 am »
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Mount and musket is fun for 10 minutes and then you realise that there is no persistence and that it is a reskinned native where you get to spend 80% of your playtime reloading, or having your horse shot from under you if you play cavalry.

then why bring that here!!!???
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Offline Peasant_Woman

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Re: Adding firearms to cRPG
« Reply #116 on: April 06, 2011, 11:57:09 am »
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then why bring that here!!!???

It's already here, it's called the sniper crossbow. A very early gunpowder weapon themed to this time period would add some more flavor to this mod and not crazy muskets with bayonets, more like an Arquebus or early hand cannon. Almost the same damage as the sniper crossbow (but less, balance > realism), a fair bit more shot speed, less accuracy, heavy, extremely expensive, loud and producing a small smoke cloud that hangs around for 10-15seconds, painfully slow to reload (2x as long as sniper crossbow at least) and ability to reload requiring two weapon slots filled with otherwise useless items.

Character development wise its reload time/tiny boost to accuracy would scale with a new Weapon proficiency - Firearms or powder weaponry. For skill points either a new skill tied to str or requirements being powerdraw (requiring more than any bow, at 8 or 9 sounds about right) but gaining NO benefit from powerdraw, merely a requirement to use the weapon.

But! Peasant_Woman, why would anyone use such a weapon when sniper xbox is clearly the better weapon in every way except for shot speed?
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Offline Apostata

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Re: Adding firearms to cRPG
« Reply #117 on: April 06, 2011, 12:19:33 pm »
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But! Peasant_Woman, why would anyone use such a weapon when sniper xbox is clearly the better weapon in every way except for shot speed?
FUN. Remember when making a special/unique/memorable character was all the enjoyment you needed in crpg, and not grinding to 31 over and over so you can have your +3 sword of peasant slaying badassery to help you pump your k/d ratio and continue living in your dreamworld where archery is cheating, throwers are noobs and shields are easymode? (Not aimed at anyone in paticular, more at the direction the mod is going.)

+1

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Re: Adding firearms to cRPG
« Reply #118 on: April 06, 2011, 02:07:11 pm »
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+1 for peasent_woman
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Re: Adding firearms to cRPG
« Reply #119 on: April 06, 2011, 02:27:36 pm »
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No.. I said no.
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