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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    Well, what if instead a limit of fourteen (14) weapons can be picked and utilized, but they can be anything from the inventory. : P

    The limit wouldn't apply to utilities.
     
    #21
  2. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    ^And noone does that.

    Look, I understand that restricting people from taking All weapons there is into battle is harsh, but if more and more weapons will be implemented, gamemode will turn in a complete shitstorm for other (new) players. We already have some weps that are covered in dust and nobody even touches them, or even picks them up, like pistols or poor, poor Galil.
    Dont like my thoughts on that - fine. But you should understand the madness that can happen after few updates and additions, if some restrictions will not come with them.
    That's how I think of it anyway.
     
    #22
    • Disagree Disagree x 1
  3. jeffreythe00

    jeffreythe00 Dreamer Platinum VIP

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    This is my suggestion. Maybe you guys can utilize it somehow.

    A weighted weapon system.

    Assign all weapons a "weight". This weight could be something like 0-15, 15 being the heaviest.
    Players can carry a maximum weight of "____" (determined later)


    Weapon list = Weapon weight
    RPG = 7
    Grenades = 2
    Ar's = 2
    Para = 5
    And so on.

    This would mean we could force players to choose their guns wisely. A team with 4x rpg's would run out of ammo faster than a team with 2x rpg's and a whole ton of smg's.

    This would make mobility much more useful because, if you have too many long range weapons, and the other team has all short range, you are likely to lose.
     
    Last edited: Feb 4, 2017
    #23
  4. Nyaaa~ ∑:3

    Nyaaa~ ∑:3 Old Champion

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    Wait... Can we make it so players' weight (ingame) will change with the ammount of guns they have?
    That would be funny :D
     
    #24
  5. jeffreythe00

    jeffreythe00 Dreamer Platinum VIP

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    Probably could but thats not where my idea was going xD (That would be pretty funny though). Your inventory = weapon weight.

    (Example: Rpg = 7, smg = 2, pistol = 0.
    Your inventory weight is capped at 10, meaning you have 1 weight slot left.)
     
    #25
  6. Wolfgang

    Wolfgang Veteran Member Platinum VIP

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    I actually do like this idea much more

    I can see this working but would we base weights off of realism or trying to balance out OP vs. non-OP

    If weapons are getting covered up in dust it's not because players are simply forgetting about them, its because they aren't useful. The answer to this isn't to cover them up further but to make them more useful by buffing or something to that degree.
     
    #26
  7. jeffreythe00

    jeffreythe00 Dreamer Platinum VIP

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    @Wolfgang

    Thats fine. I just wanted to offer a simple alternative.
     
    #27
  8. Dawson

    Dawson Veteran Member

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    Okay, good!

    That idea (the one about giving everyone ~14 weapon slots) sounds like a better approach, in all honesty.
     
    #28
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  9. Expanix

    Expanix Community Member

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    I couldn't agree more with Wolfgang.
    This just restricts the amount of situations you can handle more than balancing the game.

    Nya, in my personal opinion, everyone has its own way of playing Flood, some peoples always use weapons that other players may define as "shit", which means every weapon in the store is used by someone, which proves that your reasoning is incorrect.
     
    #29
  10. Bolibear12

    Bolibear12 Member

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    I support the idea of weapon slots too.So it will minimize chaos and op-ness of someone owning a new player or normal player especialy when they teaming up.Also maybe add underwater guns like the submachine water gun and ar2 gun.
     
    #30
    • Informative Informative x 1
  11. Dawson

    Dawson Veteran Member

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    Added a poll.... Please input your feedback with regards to the idea of devising a 'Pick 14' weapon system, where 14 or so weapons can be equipped regardless of type.
     
    #31
  12. counter

    counter Godly Member Platinum VIP

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    Apologies for necroposting but this has been an idea that we've been discussing about for quite some time and I would like to add my 2 cents and encourage some discussions before posting it to the github page. This is in relation to the github issue which can be found here and @Snowstorm's thread regarding some of the concepts that could beneficially change the way how gunplay is made during fight phases.

    I would like for this idea to be considered for several reasons. To put it into simple terms, it's a really basic and yet effective system that can combat players getting access to all of the overpowered weapons and that it further allows for more weapon varieties (categories) to be added that could fit well into with our future leveling system. We could possibly limit the choices between having players choose between different ranged snipers, LMGs, special weapons such as the flamethrower or the eviscerator and explosives alike as opposed of allowing them to have get access to all of those.

    Just to reiterate Dawson's idea and to impose some theoretical category additions:
    • Melee - No restrictions
    • Handguns - 2 + default
    • SMGs - 2 + default
    • Rifles - 3
    • Shotguns (trench gun included) - 1
    • Heavy (such as the para) - 1
    • Snipers - 2 + default
    • Explosives (molotov included) - 2
    • Special (such as the flamethrower, eviscerator, golden gun) - 1
    • Utilities (harpoon, extinguisher, balloon) - No restrictions (?)
    • Some other fun other utilities like this thread - 1
    • One-Time - 1
    • Event Weapons - 2

    I can see how some people could have issues with teams having twice as much the variety as opposed to players that have less members or are soloing and I think that's a great point of concern. I'm not necessarily sure about it either but an idea I have in mind is what if we could potentially increase or scale the total ammo of all the weapons they choose? (explosives should be exempt from this) Or if we could instead tweak the system a little bit so that they have enough weapons (in a theoretical case where maybe we would limit snipers to 1, but to 3) to be able to defeat an entire team down.

    I don't necessarily agree with the entire idea of imposing weight limits like Nyaaa have proposed in this thread because it's a complicated system that could severely handicap players. I can envisage some good parts out of it, such that it does change core gameplay a bit but it'd be cumbersome to differentiate the least or most powerful weapons because every SWEP is used in various cases and I don't assume that it'd be difficult to change some stats as opposed to having to constantly ticker with weight variables. The weight system seems a bit discouraging than what the gamemode should be (assuming that Donkie sees more of it as an arcade gamemode) since newer players especially have to think twice as hard on what weapon they want to choose for the fight phase and inevitably run out of ammo because they decide to choose all of the best guns, or guns that don't have a lot of ammunition in them as opposed of setting how many guns they could have on each category, adding to the list of drawbacks of our already existing issues of new player struggles. I'm also concerned about this because it could also inevitably neglect practically most of the weapons, most definitely the pistols or SMGs as players will most likely prioritize them last over the rest of the other guns.
     
    Last edited: Mar 31, 2019
    #32