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CROSS-CONTENT DISCUSSION: Weapon Schematics

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I don't usually have an

Post by Risewild » Mon Nov 19, 2012 2:18 am

I don't usually have an opinion on items and weapons because I am not good at those things cheeky I am better at gameplay and features and stuff, but why not having 1 schematic build a weapon that degrades faster (or maybe have less HP total since that would achieve pretty much the same result I would imagine), having 2 schematics makes it degrade slower than only 1 (or have more HP total) and 3 schematics have it degrade normally (or have the full weapon HP), and for throwing then have it give more of it like it was already discussed. That way they could all be crafted full HP but still have drawbacks in the weapon durability.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Thats actually a pretty good

Post by JaxFirehart » Mon Nov 19, 2012 2:27 am

Thats actually a pretty good solution. The main idea I have had was to allow you to craft mods for the weapons if you have more schematics. Like 1 schematic gets you the shishkebab and 2 schematics gets you the balanced handle mod (or something)



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Well mods for the weapons

Post by Risewild » Mon Nov 19, 2012 8:05 am

Well mods for the weapons sounds quite good too, but that means that you guys would have to make weapon-mods for fallout 3 unique craftable weapons like the Dart gun, Rock-It launcher and Railway rifle (I think those are the only FO3 exclusive craft weapons) unless of course those weapons would be cut off TTW or something cheeky.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Yeah, I like your idea, and I

Post by JaxFirehart » Mon Nov 19, 2012 3:52 pm

Yeah, I like your idea, and I like my idea. I'm not to the point to decide yet, so if you or anyone else can poke holes in either idea, I'd welcome the input.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

I have an idea for the Rock

Post by Aconagent1 » Sun Dec 02, 2012 11:03 pm

I have an idea for the Rock-It-Launcher, if that hasn't been done already.


Does it really make sense that a bazooka could just shoot random stuff you find on the ground? My idea is that you add recipes to the reloading bench where you take junk, and stuff it full of lead (Making ammunition out of it), have the ammo use the same mesh as the junk, and add all of the different junk ammunitions as variations of the same thing so that the launcher can use them all.


So for example, take a Teddy Bear, add 200 lead, and it turns into Teddy Ammo, which looks the same, but the Rock-It-Launcher can use it. Then take a Tin Can, add 200 lead, and it is now a Can of Whoop@$&, but considered it a variation of the Teddy Ammo like 5mm surplus is to 5mm. This is good because the different junk can then have different weights and damages, but still all be used.


If this sounds good, I could probably whip it up in like 5 minutes, if you want me to.


-Conso

Dynastia
Posts: 38
Joined: Sun Nov 18, 2012 10:15 pm

If they can get it working

Post by Dynastia » Mon Dec 03, 2012 6:34 am

If they can get it working the way it worked in FO3 they really should do that, and let seperate mods make improvements to it.


 


Personally I'd like to see it function like a grapeshot cannon and fire cannisters full of cutlery, lead and scrap metal. But that really belongs in another mod.



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