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number of firearms in adventure/rpg (weak to strong scaling problem)

Started by February 06, 2013 05:37 PM
12 comments, last by suliman 11 years, 11 months ago

Forgive my gross reductionism here, but I'm going to try to put your problem into my own words and see how I'd approach it. I hope this is helpful.

Currently the question is "how many guns (and what names) do I need for fun progression." Put another way, you are trying to generate a list of weapons and map them to "stages" (for lack of a better word) in your game.

First thing that occurs to me is to flip the perspective on its head to see if that helps.

Reform the question thus: try to generate a list of "stages" (areas, regions, maps, dungeons, whatever the case may be :)) and then map them to weapons. Maybe the starting machine gun is a lot of fun for the first one or two areas, but then either you want a change and/or need a change because you want to add a new monster mechanic (e.g. zombies with riot shields). So, underslung grenade launcher OR armor piercing rounds OR whatever.

I have also ran into the same problem when i did my design.

And I can tell you I have atleast spent a week daily researching about real life guns trying to make sense of the scaling structure,

and my conclusion is, once you step your foot into using real guns like SCAR-L and NATO ammo, you wont get far before you realize realism has no space for scaling, i gave up.

of course it would look stupid to use real life guns name but shoots laser beam or what not. but you can keep the look (twist a bit maybe) and name something sci-fi, or cool name like Excalibur, ragnarok, etc. OR, how about scaling the ammo?

Realistically speaking there are only 4~5 varieties of ammo dominating 99% of the gun technology, and they're NATO only different in size. with some exception like FN series. And things are so for a reason: the design utilized the best physics can offer for that size and weight.

its hard to be creative in realisitic setting with guns or ammo. it is not a technology that can give and take by tweeking here and there, thus variation in stats is almost impossible. besides, who crafts the guns? obviously it has to be a mass production industrial product, distributed through a certain system. While sword and other traditional weapon, they are made by artisans, or legendary ones kept by the dragon. somehow dragon or zombie dropping a legendary gun doesn't make much sense.

Spiral knights is an MORPG that has a lot of guns involved, with a scaling in power, and crafting system. give it a look perhaps it might inspire you. Other RPG also involves gun like Aion, C9 online, Firefall, PlanetSide 2, Guild wars 2. but ofcourse, they are all non-realism approach.

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you might also, for a class of firearms, have several ammunition with special traits : regular, hardened, explosive, armor-piercing etc... special ammunition can cost lot more money than regular, and thus requiring high level area, where there is lot of money to loot.

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ok good input ya´ll

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