View Full Version : attachments?
Pleuresaap
5th May 2001, 04:22 PM
how about instead of adding just new weapons also add more attachments for weapons already in game. for example a flashlight and laser for the mp5/40A3, different scopes for the m16 and sig.
and i think it would be nice to have a visual indication of your weapons condition. this has been suggested before in another thread but i don't remember wich. i mean if you swim with your weapon it would look wet if you come out, if you throw it in the mud it would look muddy etc. This could also provide a way to implement weapon jams without 'introducing an element of luck'
Pleuresaap
5th May 2001, 04:29 PM
sorry for double post, it didn't seem to work the first time
Shrap
5th May 2001, 05:54 PM
I agree with the attachement idea.
I agree with the visual indication of the weapons but I don't think it can be done with the UT code...
asmodeus
5th May 2001, 06:11 PM
maybe this could be done with UT2 (or warfrae, or whatever:)
JaFO
5th May 2001, 06:38 PM
1) The attachments are used as a way to keep one gun from becoming too powerful.
2) Although there are more attachments for guns available, not everyone is used by the army.
Since Infiltration tries to stay as close to the weapons used by the military as possible ....
3) there are only a few ways to make the guns feel different in a game. IF you give allow more attachments for the guns, the sometimes minor noticable difference between them is going to disappear.
For instance :
Why choose the Sig instead of a M16 ?
If both have the same attachments, then only a few would want to use the M16 I think.
Now if you choose the Sig (because you like the LAM it has), you need either the HK69 in your loadout if you want those 40mm grenades too (or a teammate who can shoot those things) ...
// as for your 'damaged' weapon-skin idea :
Great idea!
If it is possible in UT and they don't need to increase the size of the mod too much (because of all those extra skins) ...
Lord_Bunker
5th May 2001, 07:46 PM
no problem, i'll fix the second one
and i'd like to say, i don't think it would nessisarily be a good thing to have every attachment available for every gun, but i'd still like to be able to have an overall greater selection of attachments.
poaw
5th May 2001, 07:59 PM
I wonder why they didn't add a supressor for the M9? The only pistol in the armory right now that has a supressor attachment is the SOCOM, and that's not going to be implemented for a long while.
The_Fur
5th May 2001, 08:46 PM
1) The attachments are used as a way to keep one gun from becoming too powerful.
Sure, the m16 is not at all dominant because they picked the attachments so it would not be to powerfull... uhm yeah right.
3) there are only a few ways to make the guns feel different in a game. IF you give allow more attachments for the guns, the sometimes minor noticable difference between them is going to disappear. I doubt it, I only sewe it would add to the individualism and character of each player, insteead of all 8 players running around with a m16 with m203 and acog now you have half running around with a m16 with m203 and acog, 1 with a mp5+supressor+acog and a pile of grenades, 1 with a supressed mini uzi with LAM and a pile of grenades and one with a M4 with aimpoint and m203. All of em have the same capabilities but none are exactly the same.
Pleuresaap
6th May 2001, 06:11 AM
[/quote]
Why choose the Sig instead of a M16? If both have the same attachments, then only a few would want to use the M16 I think.
it's not that all guns can handle the same attachments, ppl would choose the m16 because of the grenadelauncher, there is no grenade launcher available for the sig.
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