Fantafaust Posted July 23, 2023 Share Posted July 23, 2023 I can easily add hollow point or armor piercing round variants of every ammo, but considering the legendary effects Powerful and Penetrating, is it really worth it?In context, I just made a hotkeyed ammo swapping framework and was considering making these other ammos(kinda don't want to though) when I remembered that those effects exist.Your thoughts? Link to comment Share on other sites More sharing options...
SonAnima Posted July 23, 2023 Share Posted July 23, 2023 1. Will the hollow points and armor piercing rounds have the same effects and damage as Powerful and Penetrating effects? Doing this can easily make the game less of a challenge or make the player overpowered with the right weapon from lvl 1 which is not fun for some players. 2. How will it be balanced or will it be balanced at all? Will the hollow points and armor piercing rounds be different kinds of bullets found in the Commonwealth? That is one way to balance things so the player can still have a challenge throughout their playthroughs Will these bullets be craftable? Will vendors sell them? Is there a special vendor that sells these special bullets? Spawn rate of bullets? And most of all how will said bullets affect different enemies or will they affect all enemies the same? All of those questions will need to be answered to help you come up with a decision. Then again you already said that you dont really want to so at the end of the day you dont have to do anything you dont want to do. If you do make them similar to those legendary effects then I would lessen the percentage of damage on said bullets so the player can still feel rewarded to find a Powerful or Penetrating legendary drop. Link to comment Share on other sites More sharing options...
adb3nj Posted July 23, 2023 Share Posted July 23, 2023 For immersion purposes, I don't think it would be the worst thing in the world if those legendary effects changed the ammo type, although I suppose that would negate the need for a framework. Link to comment Share on other sites More sharing options...
Fantafaust Posted July 23, 2023 Author Share Posted July 23, 2023 1. Will the hollow points and armor piercing rounds have the same effects and damage as Powerful and Penetrating effects? Doing this can easily make the game less of a challenge or make the player overpowered with the right weapon from lvl 1 which is not fun for some players. 2. How will it be balanced or will it be balanced at all? Will the hollow points and armor piercing rounds be different kinds of bullets found in the Commonwealth? That is one way to balance things so the player can still have a challenge throughout their playthroughs Will these bullets be craftable? Will vendors sell them? Is there a special vendor that sells these special bullets? Spawn rate of bullets? And most of all how will said bullets affect different enemies or will they affect all enemies the same? All of those questions will need to be answered to help you come up with a decision. Then again you already said that you dont really want to so at the end of the day you dont have to do anything you dont want to do. If you do make them similar to those legendary effects then I would lessen the percentage of damage on said bullets so the player can still feel rewarded to find a Powerful or Penetrating legendary drop. 1. It gets complicated because of the math but it could be the same or better in some cases.I could nerf them though.-The primary difference is that armor piercing would do less damage by default, but ignore a % of armor like Penetrating does.-For hollow point rounds, it would be like Powerful(1.65x damage) except that any armor would negate that damage bonus, and probably decrease it by some amount. 2. They would be separate rounds, non-craftable but maybe vendor-purchasable.No special vendor planned. Leveled list injection, low spawn rate. . So all enemies would be affected the 'same', depending on whether or not they're wearing armor.I don't wanna do it because I included non-dependent support for the popular ammo mods(munitions, caliber complex, new calibers) and I don't want to add several hundred new rounds lol Link to comment Share on other sites More sharing options...
SonAnima Posted July 23, 2023 Share Posted July 23, 2023 1. Will the hollow points and armor piercing rounds have the same effects and damage as Powerful and Penetrating effects? Doing this can easily make the game less of a challenge or make the player overpowered with the right weapon from lvl 1 which is not fun for some players. 2. How will it be balanced or will it be balanced at all? Will the hollow points and armor piercing rounds be different kinds of bullets found in the Commonwealth? That is one way to balance things so the player can still have a challenge throughout their playthroughs Will these bullets be craftable? Will vendors sell them? Is there a special vendor that sells these special bullets? Spawn rate of bullets? And most of all how will said bullets affect different enemies or will they affect all enemies the same? All of those questions will need to be answered to help you come up with a decision. Then again you already said that you dont really want to so at the end of the day you dont have to do anything you dont want to do. If you do make them similar to those legendary effects then I would lessen the percentage of damage on said bullets so the player can still feel rewarded to find a Powerful or Penetrating legendary drop. 1. It gets complicated because of the math but it could be the same or better in some cases.I could nerf them though.-The primary difference is that armor piercing would do less damage by default, but ignore a % of armor like Penetrating does.-For hollow point rounds, it would be like Powerful(1.65x damage) except that any armor would negate that damage bonus, and probably decrease it by some amount. 2. They would be separate rounds, non-craftable but maybe vendor-purchasable.No special vendor planned. Leveled list injection, low spawn rate. . So all enemies would be affected the 'same', depending on whether or not they're wearing armor.I don't wanna do it because I included non-dependent support for the popular ammo mods(munitions, caliber complex, new calibers) and I don't want to add several hundred new rounds lol I didnt know that you were adding to the caliber mods yea that would be a lot of work lol. Plus, that would make your mod dependent on said mods as well. You could go the Munitions route and have a guide on how others can make patches for your framework mod so they can make ammo patches if the demand is high enough. Link to comment Share on other sites More sharing options...
Fantafaust Posted July 23, 2023 Author Share Posted July 23, 2023 I think without an xEdit script that makes the hp and ap ammo counterparts automatically, the work involved gets excessive. Even in that case, you would still have to open the CK to add your ammos to my interstitial arrays.My plan was just to have you open the CK, copy one quest and 2 version globals, increment your New Version global copy, then add your ammo to whichever of my arrays has the base ammo you want to swap from and everything gets done automatically when you load the game. I think I'll leave this idea alone since I don't want to add dependencies beyond the base game lolIt was hard enough getting their ammo supported without dependency AND researching which ammo is technically compatible with each other, I don't need to make it even more needlessly complicated for an initial release. Thanks for thinking it through with me Link to comment Share on other sites More sharing options...
SonAnima Posted July 23, 2023 Share Posted July 23, 2023 No problem. This community has been a great help to me so anytime that I can give back to the community I take it. Link to comment Share on other sites More sharing options...
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