[Req]Flintlock Pistols

Post » Sat May 28, 2011 5:29 am

Flintlock pistols are slow to reload(2-3 seconds to reload). But they pack quite a punch(60 damage with one bullet). They can have only 3 bullets loaded into them. They use customizable bullets, which can contain various ingredients.

List of Bullet ideas:
Normal Flintlock Bullet(No effect, most common. Every bullet is derived from this. You need to find the schematics for them, or even a certain amount of small guns knowledge to know?)
Requires Scrap Metal to craft,

Hollowed out. Explodes on contact, causing smaller, but draining wounds(Basically, lowers someone's health for about 3-4 seconds)
Uses a new item(Screwdrill), to hollow it out.

Incendiary. Burns whoever has been shot.
Pull apart a few incendiary rounds, take the Incendiary powder from it. Create some hollowed out bullets, fill them up.

Poison. Based on the poison, will vary the effects. e.g; Radscorpion poisons, may end up paralyzing someone.
Same as above, but you have to extract the poison via a campfire, requires 35 survival to extract poisons, mixing and matching poisons, as well as chems for.. interesting effects.

Snap Freeze Bullets. Can freeze, or otherwise cause severe damage.
Will require specially made bullets, 80 small guns, 40 science and 35 repair to make the base of the bullet.
Hollowed out Insulated Bullet, it will prevent the bullet from cracking/exploding before firing, you'll also need to find some kind of freezing item(coughliquidnitrogencough). Pretty powerful, as it has a chance to cripple a limb in one shot, or even death if shot in the head/torso, lower chance on torso.

Gunpowder filled.
Similar to the Incendiary bullets, rather then incendiary powder, it's ground up dynamite, which explodes on impact, causing a small explosion.

Beanbag. Causes fatigue damage, takes about 5 of them to knock someone out.
..Nuff said? Just grab something to contain beanbag pellets from the shotgun's, and some material to contain.

And for anyone who wants to, you could either
A. Put them out in the world on some npcs.
B. Make an entire faction based on them.
C. Make a shopping vendor.
D. All of the above.

Well.. Opinions on this?
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N Only WhiTe girl
 
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Post » Sat May 28, 2011 4:42 am

More mods are always a good thing. That being said, not sure why the flint lock would have more damage the other more conventional weapons. I always get a wee bit confused about those types of guns. Was the ammo rifled or round shot?

Anyhow, it'd be neat to see in game. Even if I'd just use it in a museum that I could rob. Or perhaps a good ol fashioned duel with'em.
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Rob Davidson
 
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Post » Sat May 28, 2011 8:49 am

The overall idea of a flintlock weapon or two sounds interesting - however I personally am not real keen on several of the particulars that you laid out here.

[quote name='EfreetBurningFlames' date='29 November 2010 - 09:24 PM' timestamp='1291094641' post='16740787']
Flintlock pistols are slow to reload(2-3 seconds to reload). But they pack quite a punch(60 damage with one bullet).[/quote]
For gameplay purposes, that might work... though the reality is that even an expert would take several times as long to reload a single shot.

[quote]They can have only 3 bullets loaded into them. They use customizable bullets, which can contain various ingredients.[/quote]
...unless you're talking about a multibarrel design, why exactly would a flintlock allow for more than one shot loaded?

[quote]Incendiary. Burns whoever has been shot.
Pull apart a few incendiary rounds, take the Incendiary powder from it. Create some hollowed out bullets, fill them up.[/quote]
Personally not fond of the idea of mixing more modern tech with the flintlock - just doesn't feel right IMO.

[quote]Poison.
Snap Freeze Bullets.{/quote]
Similar to Incendiary, just feel wrong to me. *shrug*

[quote]Gunpowder filled.
Similar to the Incendiary bullets, rather then incendiary powder, it's ground up dynamite, which explodes on impact, causing a small explosion.[/quote]
I guess I could see this as something makeshift / not terribly effective, but fun...

[quote]Beanbag. Causes fatigue damage, takes about 5 of them to knock someone out.
..Nuff said? Just grab something to contain beanbag pellets from the shotgun's, and some material to contain.[/quote]
Beanbag... pellets? The whole way a beanbag shot works is by firing an actual honest to goodness single whole beanbag that expands upon leaving the barrel and hits the target with a massively widened/diffused surface area. Usually those beanbags are filled with actual birdshot - the sort of thing that would be more potentially lethal if removed from the bag itself. Either way it requires a pretty heft diameter - you'll notice that even the 20 gauge doesn't get them (at about 0.6 inch diameter).

[quote]Well.. Opinions on this?[/quote]
IMO it sounds like something fun, but more as a novelty and/or single shot "opener" than a utility weapon. I'd say "buck and ball" would also be a good ammo type - where flintlocks were loaded with a combination of a single sizable ball, as well as an amount of buckshot.


[quote name='Mavkiel']That being said, not sure why the flint lock would have more damage the other more conventional weapons. I always get a wee bit confused about those types of guns. Was the ammo rifled or round shot?[/quote]
Flintlocks were actually made in both smoothbore and rifled versions, although for military uses the smoothbore was more common --- black powder is quite dirty burning and leaves a lot of residue, which fowls up the rifling after a number of shots.

As far as the amount of damage... that would just be a function of the amount of black powder put into them, really. There were some really impressive flintlocks built in the 200 or so years they were in main use - some of which were designed to use obscene amounts of powder. *shrug*
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Laura Samson
 
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Post » Sat May 28, 2011 11:11 am

Flintlocks with 60 damage? When could old flintlocks penetrate power armor?

Also, this requires new loading animations, which are hardcoded affairs.
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Becky Cox
 
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Post » Sat May 28, 2011 4:44 pm

Well. I was only chucking it out, Most of the ideas are mine, but the person who decides to take on this mod, has full control over what goes in, and what doesn't. How everything is handled.
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Dean Brown
 
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Post » Sat May 28, 2011 5:18 am

Well. I was only chucking it out, Most of the ideas are mine, but the person who decides to take on this mod, has full control over what goes in, and what doesn't. How everything is handled.


amazing...
so basicly you come up with some totally "original" ideas, and whoever will do all the work for you gets your generous permission to actually do all the work, if i understood you right you will then release the mod for that modder as to relieve him of some work?
sounds totally good to me...
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Leticia Hernandez
 
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Post » Sat May 28, 2011 9:14 am

Flintlocks with 60 damage? When could old flintlocks penetrate power armor?

Also, this requires new loading animations, which are hardcoded affairs.

The BB gun animation from Fallout 3 is still in the game right? Why not that?
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Misty lt
 
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Post » Sat May 28, 2011 7:24 pm

amazing...
so basicly you come up with some totally "original" ideas, and whoever will do all the work for you gets your generous permission to actually do all the work, if i understood you right you will then release the mod for that modder as to relieve him of some work?
sounds totally good to me...


I'm not saying I'm releasing it or anything. I'm just putting the idea out there for anyone to do, they have complete control over everything, they don't even need to give me credit for the idea. I just want to see if anyone would even remotely attempt this.
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Karine laverre
 
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Post » Sat May 28, 2011 9:35 am

The BB gun animation from Fallout 3 is still in the game right? Why not that?

That was my thinking. Not quite right, but the closest by far.

(And yes, it is still in the game - the unique cowboy repeater uses it, if nothing else)
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Jamie Moysey
 
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Post » Sat May 28, 2011 10:19 am

That was my thinking. Not quite right, but the closest by far.

(And yes, it is still in the game - the unique cowboy repeater uses it, if nothing else)


The actual BB gun ofcourse :P
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alyssa ALYSSA
 
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Post » Sat May 28, 2011 5:04 am

IMO, doesn't sound very good.

You'd need to create all new ammo types, that means new models and projectiles. .54 caliber, even if you went with the other two types of flintlock rounds you'd still need new meshes, models and ammo types. The other two were .32 caliber and .45 caliber. They aren't even conventional bullets. Its a lead ball. Not to mention you'd also need to add a new items the "Flint" and Flint Hammer, Frizzen and Pan itself or "Percussion Cap" and Percussion Hammer and Percussionn nipble, if you went that route and rod.

Like it was stated before, you'd have to also create new animations. The BB gun animation wouldn't really work as there is more to loading a flintlock weapon than just putting a "bullet" down the barrel.

Here's a list of the animations you'd need:

"Half-[censored]"
Tearing the Wad ( I think that is what it was called ) the cloth package that contains the bullet and pre-measured gun powder.
Pouring the gun powder down the barrel
Wrapping the bullet in the cloth
Putting the wadded up bullet in the barrel
Removing the rod
Using the rod to "pack" the bullet down the barrel
"Full [censored]"
Inserting the flint, putting gun powder on the pan and resetting the frizzen OR putting the percussion cap on the nipble.
Fire

The animations would have to be time consuming too, 15 seconds or so?

A rifle might be more practical for NV or FO in general, the range would be 300 maybe. I mean, you couldn't have it crazy, less than a shotgun? If you made a pistol it'd be a joke. Wouldn't even have the range of a tossed or thrown grenade.

If anything, the mod would be for a close quarter weapon like the shotgun.

Yes, I know, the flintlock is the basis of the modern firearm and is the father of the sniper rifle but it had to be close quarter combat. From the tree line on the path or lined up toe to toe in a field.

In real life a Flintlock Rifle has an effective range of 75-100 yards. That's not very far. Most flintlock rifles were 5-6' long as well. I couldn't imagine modeling something that large in NV.

Sorry, but IMO this mod just sounds bad.

Really, c o c k is sensored? How else are you supposed to explain "readying" a flintlock weapon. Cut me a break mods, I'm not "avoiding" the censors because I'm not using the term in a malicious way.
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Crystal Birch
 
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Post » Sat May 28, 2011 1:31 pm

With your logic, why make any mod? New weapon mod? psh, requires a new model... Throw that one out the window...

You wouldn't have to 100% accurately make the animations. It doesn't even have to be a replica flintlock. The bullet reloading can be semi-auto, but you need to put the powder in before each shot.



And yes, you avoided the censor. That is against the rules regardless of why you did it, no matter how innocent the intent. I'm sure you can understand why that word is blocked, because, honestly, how often do people need to use that word?
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Gemma Archer
 
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Post » Sat May 28, 2011 5:54 pm

I never said making a new weapon model or new weapon mod would be stupid. I'm all for making a new mod, model, animation. But to say that it can be semi-auto just wouldn't work. If you made a mod with a flintlock weapon you'd need to animate at the very minimum putting the ball down the barrel, packing it and then the cocking animation. It couldn't be semi-auto because then it wouldn't be a flintlock weapon. Even the one revolver in NV has to be cocked every time the PC fires it. All I'm saying is that if you are going to go ahead with this mod to consider making it somewhat accurate to the type of weapon you are creating. The weapon must represent something 5-6' long, can have an in game mod to add a bayonet (since, in real life these weapons were primarily used as "pikes" first and "guns" second.) I never said all of the animations or models must be made. But consider each one while making the mod. Adding gun powder to the barrel and pan or adding the percussion cap to the percussion nipble wouldn't have to be used as long as the dropping the bullet in the barrel and packing rod is there. But, the weapon would have to be cocked everytime.

And I disagree about the censor. It was not avoided. The term c ock is being used in the correct connotation. Therefore, since it is being used correctly it should be allowed. Because the way it stands now, if you are immature enough you can make the word whatever you wanted taking it completely out of context. And, if that is the case then the word "nipble" that I also used in my original post should be censored as well. That too has multiple meanings.
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Marlo Stanfield
 
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Post » Sat May 28, 2011 1:59 pm

May have been an interesting idea if this was for a fantasy/historical game, not so much for a futuristic/sci-fi game.
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Averielle Garcia
 
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