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BloodDraco122

Weapon Variantion Ideas

19 posts in this topic

Reading over one of the Developer Logs by Rock it got me thinking about what ideas we could give towards the "Weapon Variety", I completely understand the "no attachments" despite them being simply attachments although I do consider them "variants" as you have no real choice on what your given but it does give some flexibilty in variation.

Here's ideas for variations:

Melee

  1. Cosmetic Variations, Synthetic on Metal/Wood on Metal - By this I mean variations in sense that you might find a Wooden Baseball Bat while also have a Metal Baseball bat, they'd function the same but would have cosmetic differences. The same is true for stuff such as the Hatchet and SledgeHammer which have a very classic look but they could feature a more synthetic look instead of the classic metal on wood while the opposite could be said for the Barricade hammer going from synthetic to classic wood on metal.
  2. Different Pipes - In the case of the Lead Pipe you could have different variations of the same pipe, while the difference is purely cosmetic they'd all function the same, for example, they could be bent, have a diffferent look or different styled fittings or entirely being a completely different metal alloy from steel, aluminum, copper or even iron.

General "Variations"

  1. Flashlights - It's somewhat contradicting to the style of play to have a weapon feature a flashlight but as a rare chance it could exist. It would provide all the benefits of having a Flashlight/Pistol combo without the need for having a Flashlight on Hand. Two possible contenders for the pistols I can see are the Beretta M9 and the Glock 17 with the MP5A4 and Remington 870 also being strong contenders.
  2. Laser Sights - It's often "Tacticool" I know however I do see the chance to feature Laser Sights on some pistols such as the M9, Glock 17, even down to the Ruger Mk3 as I've seen "Laser Grips" for these guns before. They'd offer an advantage in hip firing but not so much in visibility compared to the flashlight.
  3. Suppressors - Its a small chance they could be featured but despite this, Suppressors are fairly common amongest Police use on SMG's (would you want a loud gun in a close environment with a bright flash or one with little noise and no flash) and even small game hunting for example some but popular contenders I could see are the Ruger MkIII, Ruger 10/22 and MP5A4, perhaps even the MAC-10 (with it's unqiue Sionics Suppressor). The upsides of using these guns is little noise generated and in addition reduced muzzle flash.

Pistol & Sub-Machine Guns

  1. Night Sights & Target Sights - While these could be options for most the pistols, they'd purely be a cosemtic option. Some of these pistols could feature additions such as Tritium Night sights or Raised Target sights. While purely cosmetic, the differences would present a challenge for players adapting their eyes to a particular kind of sight.
  2. Optical Sights - In my mind I'm thinking only a one or two pistols are possible for this, this being the Ruger Mk III and the 686. The MP5A4 could feature a short range Red Dot Sight (the classic tube styled Red Dot over the more open types) while the 686 could feature the addition of 2x pistol optical scope.
  3. Revolver Options - For revolvers in general, I could see a number of variations, primarily in barrel length. It could feature an 8" barrel length, tied with an optical sight to become that Sniper Pistol you always wanted or become a 2" snub nosed revolver. The upsides of a long barrel variant is higher accuracy over long range but increased storage capacity while the snub offers less range in exchange for storage capacity.
  4. Stocks - Primarily referring to the MP5A4 and the MAC-10, as a variation some of these could feature different styled buttstocks. The MP5A4 for example could become an MP5A5 by having a collapsible stock instead of a full fixed stock. While the MAC-10 could feature the wire buttstock unfolded allow for less recoil overall.

Shotgun

  1. Full Size, SBS and Sawn Off - This would effect the actual model and in turn the ammo capacity of some shotguns. For example, you could have a full size variation of the Mossberg 500A but also have a variant with a cut down barrel creating a "SBS" or Short Barrelled Shotgun, reducing its weight at the expense of range and increased spread. A Sawn off 500A would feature a cut barrel AND stock further reducing its size but at the same time limiting capacity to 4, increasing spread and inversely increasing recoil. Popular shotguns for the SBS I could see are the 500A and 870 with the Sawn Off primarily being the SV10 and 500A.

Rifles

  • Optics - Rifles would likely feature higher magnification scopes (in the x4 to x12 range) but also some could feature shorter ranged, Red Dot and Reflex Sights.
  • Magazines - It was said in the Developer Log that we may see a Ruger 10/22 with a 25 round magazine instead of a 10 round magazine. So I propose that their maybe a variant of the M16A4 which could possess a 20 round magazine instead of the 30 round. I doubt we'd see a version with a 100 round beta C-Magazine. In addition I'd like to suggest an option for Taped Magazines that could be found on the CZ 858 or even clamped magazines on the Mp5A4

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I like these ideas. I think some of the suggestions have real potential we have to make sure that the attatchments are things that can be commonly found for the weapon.

Some attatchments I have been thinking of are a folding stock for the cz858 and a detatchable magazine for the sks.

Please remember these are just my own ideas and nothing planned by the team.

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I like these ideas. I think some of the suggestions have real potential we have to make sure that the attatchments are things that can be commonly found for the weapon.

Some attatchments I have been thinking of are a folding stock for the cz858 and a detatchable magazine for the sks.

Please remember these are just my own ideas and nothing planned by the team.

Exactly that, the attachments should be overall more than just optics and scopes, a wide range of options exist, barrels, stocks even down to what kind of firemodes they possses. I mean it's perfectly reasonable that you might find an MP5 variant with a fullstock but find it's a semi-auto only pistol carbine, the same goes true for other potential "short barrel" weapons like finding the a sawn off Winchester for example

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I like your ideas. The problem I have with NMRIH and these ideas is that you never have a weapon for very long. "Ooo I got a m16 with night sight and flash light" 30 seconds later.. Player dies. Player then is very disappointed by the .22 pea shooter that they find next time they spawn. What I'm trying to get at is that in NMRiH guns are guns. Sure some work better than others but not by much. They all can kill a zombie at some kind of range.

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I like your ideas. The problem I have with NMRIH and these ideas is that you never have a weapon for very long. "Ooo I got a m16 with night sight and flash light" 30 seconds later.. Player dies. Player then is very disappointed by the .22 pea shooter that they find next time they spawn. What I'm trying to get at is that in NMRiH guns are guns. Sure some work better than others but not by much. They all can kill a zombie at some kind of range.

And to add that, I've said in the blog that we are not doing optics, suppressors, lasers, flashlights etc. etc. (possibly in a military weapon yes, but never ever for a civilian one), stocks and different barrels is okay, different mags and sawn-off or snub nose is also okay, try and extend the idea and variation without adding anything "tacticool" or so.

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And to add that, I've said in the blog that we are not doing optics, suppressors, lasers, flashlights etc. etc. (possibly in a military weapon yes, but never ever for a civilian one), stocks and different barrels is okay, different mags and sawn-off or snub nose is also okay, try and extend the idea and variation without adding anything "tacticool" or so.

Would you say that these options could be just cosmetic or would they have to deliever some kind of effect in-game?

I ask because the option of a "damaged" variant of an existing weapon has crossed my mind for some of the melee weapons, such as coming across a slightly curved lead pipe that has slightly less reach or a bladed weapon being dull, therefore loosing some of it's effectiveness. I've even thought about a different kind of maglite such as those extra long 5 and 6 Cell Maglites which posses a slightly longer reach.

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Would you say that these options could be just cosmetic or would they have to deliever some kind of effect in-game?

I ask because the option of a "damaged" variant of an existing weapon has crossed my mind for some of the melee weapons, such as coming across a slightly curved lead pipe that has slightly less reach or a bladed weapon being dull, therefore loosing some of it's effectiveness. I've even thought about a different kind of maglite such as those extra long 5 and 6 Cell Maglites which posses a slightly longer reach.

They can be both, for example stocks mostly are going to be cosmetic (not entirely though), but mags or ironsights can have an affect, regarding damaged melee, I guess it's possible, I can just change the way the tracer behaves, and change the damage and all, but I don't know if I feel like adding damaged melee... yet.

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varying cosmetic wear on items in games would definitely heighten the richness of the experience. I know guns are just guns in NMRIN and "tacticool" objects are not what the game wants you to play with like other fps games, but I think there could be some lore behind the object at certain situations. For example, a player can come across items like pistols, knives, and rifles that had some sentimental value to a now deceased person in game and those emotions can be displayed through cosmetic effects on the items and not just their still surroundings. Well the point is that every colt 1911 model looking the same and beretta looking the same kinda breaks mood. It looks a bit tacky when items are cosmetically static.

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To expand on the idea of sawn-off weaponry, I feel that switching to such a weapon should be faster. After all, one of the reasons people started to saw off the barrels of their shotguns was to make them move maneuverable, and easier to holster and level. Perhaps it could also have a slightly faster shove, but that might be pushing it. Being able to switch quickly between a melee and a gun would be rather advantageous though, especially for those surprise packs of runners.

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For realism sake, there should be an option of holstering a pistol in the belt or whatever so that it becomes a secondary weapon that players can pull out a bit faster than selecting it manually.

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For realism sake, there should be an option of holstering a pistol in the belt or whatever so that it becomes a secondary weapon that players can pull out a bit faster than selecting it manually.

Just press Q

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I guess one could just designate that as the pistol spot at times when it is allowed, but obviously last weapon used may not be a pistol. I was thinking that the game could introduce a level of organization that the characters would have while making inventory management still a factor. At the least, the user interface could be friendlier and more intuitive.

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Really I don't know what you can do with firearms beyond cosmetic changes if you aren't willing to entertain some optics or other "tacticool attachments." Sure, less skilled survivors might make a big deal about trying to find their favorite gun, but isn't this the case already? Being able to find "tacticool" variants wouldn't change much of anything; a skilled player would grab weapons, use them, and toss them if they found something better or ran out of ammo. Scoped/nonscoped, extendo clipazines and such would just spice it up a little.

A couple neat things you might like regardless:

Winchester SX3 Magazine Extension. They make them for 3-Gun competitions. The one in the picture would hold a whopping 11 or 12 + 1 in the chamber, though that's about as big as you can go, and there are smaller options. Should probably be extra cumbersome to balance it out.

sx3e.jpg

Flashlight handguard on either the Remington 870 Police or the MP5A4. Either would be unique in being the only longarm(s) you can "hold up" a flashlight with.

surefire_forend_remington870.jpg

surefire628-4_457_detail.jpg

Maybe a tang peep sight for the Winchester 1892? Stock sights in game are kind of bad for long range in my opinion. One could set this up as a more precise sight for long range, but the sacrifice would be the fairly large blind spot created by it.

1894_win.jpg

Edited by carmakazi

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oh I liek the peepsight idea

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Really I don't know what you can do with firearms beyond cosmetic changes if you aren't willing to entertain some optics or other "tacticool attachments." Sure, less skilled survivors might make a big deal about trying to find their favorite gun, but isn't this the case already? Being able to find "tacticool" variants wouldn't change much of anything; a skilled player would grab weapons, use them, and toss them if they found something better or ran out of ammo. Scoped/nonscoped, extendo clipazines and such would just spice it up a little.

The reason I'm not doing tacticool because they're kind of stupid for NMRiH's taste, I find guns with optics and other exaggerated attachments to look less appealing and kind of out of place for NMRiH, specially for the civilian firearms, I am still up to do them on military/SWAT but I won't let it touch civ ones unless it's really necessary. (I am willing to make a EoTech 551 MP5A4 after all).

The variation's main idea is basically from the name, more variety and looks to the weapon, I could careless about advantages or disadvantages for the most part, although we are going to have variations with differences still, but don't be surprised to find some-to-most to be cosmetic, it's really more than enough for variety.

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I think lasers are a must imo.

Reason being is that a few select weapons can easily have laser sights already installed into them.

It doesn't need to be a big bulky laser, it can be an easy small tactical laser.

Shown here. Umarex-Tactical-Red-Laser-20mm_800_4KLPX

I own a few of these for my firearms. They are great and very low profile.

These can be purchased at gun shops or Walmart even. So its not like they are realistically hard to find.

Lasers don't work with everyone, personally for me I sometimes aim with my index finger with pistols. To me the laser is my index finger if properly placed.

Also allows hip-firing for certain firearms to be a bit easier as I have my friendly little red or green dot aimed on the target without well, aiming down sights.

I like this thread and all the recommendations in it. Personally I believe there should be some of these but some are also just really rare.

Regardless, I also understand its not like you can just copy and paste a new glock with a laser on it. It takes time to model but mostly animate it.

- S.H

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If zombies were more deadly or vicious, you can allow players to pick up a pcp pipe to wack up and shove them away with easy. If the zombies were more deadly, they can attack from behind. With infection also possibly being faster, since zombie viruses are confusing and unreal and all, your own teammate can kill you in part of a rare possibility.

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I like the idea of additions to the shotguns. If there was to be another shotgun added then I might suggest either an Ithaca M37 or a Stoeger semi-automatic. Those both are civilian and would fit well into this game.

I'd argue against the cosmetic variants. If there were attachments that were say... like their own items maybe? Like prop_physics_multiplayer that were similar to some of the weapon attachments I've seen in Gmod that could work. Like if you found an attachment that could work with your weapon then you could attach it.

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