Ideas/Discussion for possible weapon loadout system

Discussion in 'Garry's Mod: Flood' started by Dawson, Jan 23, 2017.

  1. Dawson

    Dawson Veteran Member

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    Flood is well deserving of additional weapon content, but before we move towards adding more stuff we should first consider the state of the weapon system itself. What do most of you think: Would it make gameplay more interesting if a load-out system of sorts were to be devised? Bear in mind that it doesn't have to be outright linear compared to how COD or other games approach the concept.

    If anything, I was thinking that everyone would be able to equip the following for Battle Phases:


    (+) Weapon Key #1:
    • x2 Melee weapon + Default

    (+) Weapon Key #2:
    • x2 Sidearm + Default

    (+) Weapon Key #3:
    • x1 Submachine gun + Default
    • x2 Rifles

    (+)
    Weapon Key #4:

    • x1 Shotgun
    • x2 Sniper Rifle/Ballistic + Default

    (+)
    Weapon Key #5:

    • x1 Light Machine Gun
    • x1 Grenades
    • x1 Explosive + Default
    • x1 Special (e.g., Golden Gun/Flamethrower)

    (+)
    Weapon Key #6:

    • All general utilities (e.g., Harpoon Gun, Fire Extinguisher, Gravity Gun)
    • x1 Support/Defense utility (e.g., First Aid Kit, Welder, Portable Force Field, Bugbait)

    Each weapon type would feature several variants to choose from in the load-out system. They'd also receive extra ammunition (?).
     
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  2. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    mb add a pistol as an additional (backup) sidearm, if amunition is depleted.
    other than that - I dont mind.
     
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  3. Dawson

    Dawson Veteran Member

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    The HL2 USB Match would be designated as a stock weapon, then, if all hell breaks loose.
     
    Last edited: Jan 23, 2017
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  4. Rollie

    Rollie Devine Member Gold VIP

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    I like this idea but first we should focus on balancing gameplay between teams and
    Non-team players. A team already has a higher prop limit due to each meme we with 16 prop limit, giving non-team players no chance, if we include this feature now it would be almost impossible for non- team members to win at all.
     
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  5. Dawson

    Dawson Veteran Member

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    I'd like to see it that each additional team member only adds an additional four (4) props to the max prop limit for a team. Or something like that; the max spawn limit for 4-player teams would cap out at 28 props, which would be a major improvement over the hypothetical 64-limit.

    With something like that in mind, though, anyone in the team should be able to spawn props beyond the conventional 16-prop limit--just so as long as it meets or stays below the overall limit. For example, in a 3-person team one guy could spawn 19 props while the other two could throw in the remaining 5.

    I'll make this a thing on Github.
     
    Last edited: Jan 23, 2017
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  6. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    Playin' alone all the time.
    And I can't lose. :datass:
     
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  7. Donkie

    Donkie Founder & Senior Developer Staff Member Founder

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    Discord:
    Donkie#2878
    I like it, but as Rollie said we need to compensate teams being even more OP since they will have 4x the ammo and now also 4x the weapon variety!
     
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  8. Dawson

    Dawson Veteran Member

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    Probably a stupid idea, but what if max ammunition for most types of weapons were to be slightly reduced for each player in teams of 2 or more?
     
    Last edited: Jan 24, 2017
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  9. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    Wouldn't change much, i think.
     
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  10. Rollie

    Rollie Devine Member Gold VIP

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    I never understood why a team should have a bigger prop limit as opposed to a single person. Why not just keep it at 16 for team and non-team players?
     
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  11. Dawson

    Dawson Veteran Member

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    For teams of two to four, bombs/grenades and ammunition for explosions should also be evenly distributed across. The issue with one-person teams against larger-bodied ones is just that: Of course you're going to be outgunned, which is why it helps to band together with other users. : P

    Also, reduce cash bonuses when you're in teams. You'd get more if you're by yourself.
     
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  12. Rollie

    Rollie Devine Member Gold VIP

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    Ok but what have to do with the prop limit for the team, as opposed non-team members.
     
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  13. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    I dont think its an issue, honestly. They just spend money for additionl props, while others (solo players, i mean) gain money out of them.
    Its the Circle of Life. And Economy.
    And Death.
     
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  14. Expanix

    Expanix Community Member

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    Am I the only one that likes always having every weapon unlocked?
     
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  15. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    Im kinda agree with Dawson's idea just because of this exact reason. It feels like im havin' a goddamn weapon locker behind my back the entire time.
     
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  16. Wolfgang

    Wolfgang Veteran Member Platinum VIP

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    Then holster the ones you don't use...
     
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  17. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    You don't get it at all. There is a bigger problem. And yes, I've holstered most of my guns (most of them are rifles), but it dosen't help. I have my default loadout, but I only use like 4-5 guns in one round, and other like 8 weapons aren't use in some situations.

    Lets put it this way. Guy has ALL of the weapons. ALL of them. He goes trough and thinks:
    Why do I need SMG if I have TMP?
    Why do I need TMP if I have Galil?
    Why do I need Galil if I have M4?
    Why do I need M4 if I have AK?
    Why do I need AK if I have MG?
    And he'll be right. We have a goddamn "damage pylon" going on, and people will always grab the BEST guns there is, without thinking twice.
    And so the point is: If everyone will "holster" weapons they dont use, why buying them? Why we even implement them in the first place?

    If Dawson's idea will take its place, then game will be more "balanced out" in some way. Since weapons have diffirent accuracy, damage, knockback... and all that stuff, people will think twice, before grabbing some gun with them.
    Same example as before, but now he thinks about something else:
    Should I take SMG, because there are grenades in them, or TMP, because they have more DPS?
    Should I take Galil, becaue it has more ammo, or M4, because it hase more Damage and Accuracy?
    Is AR2 gonna be better than M4 in this situation? Or I should swap it on AK, because the enemy will be closer to me that time?
    Wait, they THAT close? Ugh... maybe MG?
    But what if it comes to long range combat, and I dont have ammo on my Sniper Rifle?
    SHIT!

    There will be some dillema between player and his prefrence. Neverending change of strategy. Ring of Mobius.
    Do he need to take someone on the Middle Range, or the Close Range, first, because Long Range combat will be taken oout by somebody else? Or maybe he wants to have advantage and deal damage in Long Range combat, because noone "serious" is building near him?
    Strategy before mindeless shootout.
    I really want this.
     
    Last edited: Feb 4, 2017
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  18. Wolfgang

    Wolfgang Veteran Member Platinum VIP

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    This might be the most ironic thing I've ever heard. Different weapons are used for different situations, no able-minded person has a mindset like that otherwise they are going to be throwing away perfectly applicable weps just because they are sheepish. If you actually took the chance to LOOK on the servers, is every player using the same weapons. Didn't think so...which just completely voids your whole "Thoughts" spoiler.

    Additionally, I am not against the loadout idea. I'm against it being forced upon players. If people want to make load outs fine let them be but the silent majority who don't shouldn't have to lose all their weapons.

    Addressing your "Thoughts 2.0", this is the whole point of the fucking weapons. You choose which one you need BASED on the situation that presents itself in front of you.

    tl;dr: your whole reply basically contradicts itself because different weapons need to be used depending on whats happening on the server around you
     
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  19. Dawson

    Dawson Veteran Member

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    If a weapon class system is utilized, players wouldn't be 'losing' their weapons. In fact, devising such a feature would allow us to add more content without it cluttering active inventories. Having access to multiple types of shotguns, sniper rifles, rifles, and pistols--more than what we have so far--at one time would be excessive.

    We can either add it or remove it; it can't go both ways lest inventory imbalances will be expected.
     
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  20. Wolfgang

    Wolfgang Veteran Member Platinum VIP

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    I don't see this being anything but a restriction. If it can't go both ways then I'm completely against it.
     
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