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Continuous Beam Laser - Beta Testers needed


weijiesen

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As seen here : http://www.nexusmods.com/newvegas/images/87958 <<==

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For testing, I mostly need feedback on the balance of this.
When it comes to these things, im usually at a loss hehe ^^
1) What kind of enemies is the gun best for? Armored, or Fleshies
2a) What kind of WMKs should there be, and what effect of them?
2b) Where to obtain the WMKs? Or how to craft them?
3a) What kind of ''things'' could happen against different enemies (Robots, Animals, Humanoids, Irradiated foes)
when a critical hit is scored?
[such as : (A) Chance to flee, B) Chance to ignite, C) Chance to Knock-down, D) Chance to bleed)]
3b) What kinds of player values/conditions should be met for the effect to happen? (Check player's Science, Luck, Energy Wep, skills ect, as a condition before the unique effect triggers)
4) What should the clip size be of the gun (unmodded vers)
5) At what rate should ammo usage be? (Ammo is natively returned to the player via built-in Recycler, currently set to 50% return rate -outside VATS- )
6) Should the mod include custom Perks? If so, what Perks? (name of perk, effect when using this gun/other lasers too, ect)
7a) What -besides itself- should be required to Repair/Fix this weapon?
7b) What ingredients should be required to craft the ammo? (Currently 1 ElectronPack = 1 Diode Lamp)
7c) What ingredients should be required to craft both Max and Overcharge Diode Lamp ammo variants?)
7d) What effect should Max and Overcharge have? Default effect? (ie. Overcharge does more dam, but damages the wep's condition too)
:cool: How gory should the mod be? (guts spill out when cut in two? face/head sliced to reveal brain? ect)
9) How to obtain the weapon? (proposal : derelict factory, weapon originally developed as a welder tool -or mining tool-, faction beats you there, Boss Fight ensues where boss uses it against you.)
10) Questions 1 - 8 again, for the Unique Variant of the weapon, the Mercury Arc
11) In what ways -stat wise- could the Mercury Arc be superior or different from the Xenon Charge (default beam laser)?
12) If a "Panic Button" or "Manual Override" is added, where the player can unload a full-magazine all in one ''Kamehameha" shot by pressing a button, what negative effect should it have on the player? (Chance to knockdown player, ignite you, deal 50% damage to the weapon, ect ect)
13) How to obtain the Mercury Arc? (unique variant) (*note* It's a weaponized, experimental version of the Xenon Charge, developed by the Brotherhood of Steel.)
14) In the quest to obtain a Xenon Charge, its likely there will be some Mining/Welding robots equipped with rudimentary versions of the weapon, what color/colors would it be?
15) Easter Eggs : a version of the weapon with a 3d "imma firin mah lazor" model on the muzzle.
Other suggestions? (armor, other gun variants, enemies, NPCs, ect)
16) Additional Content : Diode Lamps (the ammo for both Xenon Charge and Mercury Arc) will be able to be crafted into Throwable Grenade weapon via a workbench by attaching a Sensor Module (the explosion will be incredibly amazing, like color-changing fireworks type deal).
What other additional content would you like to see in the mod? (A Welder/Miner armor? A robot follower that uses a Xenon Charge (recolored)? An optional upgrade for Ed-e to have him use one? An accessory you where on your shoulder, that fires a shoulder-mounted blast when you press a button on the keyboard? ect ect)
17*) Additional Comments : Anything I left out that testers should be aware of? Anything you'd like to add? Suggestions for the mod to include/improve?
Edited by weijiesen
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1) What kind of enemies is the gun best for? Armored, or Fleshies

 

1. Armored, since normal laser weapons are better suited for damaging soft targets. I would think of this as a long-range welding tool.
2a) What kind of WMKs should there be, and what effect of them?

 

2a. Weapon mod kits should be similar to the standard ones.
-Focusing lense: Secondary lense to increase range. Found in Helios One.
-Better Electronics: Decreases ammo consumption slightly.Found in that fiend-infested Allied Technologies Office
-Scope: Self-explanatory.Same as the Laser rifle Scope, I would assume.
3a) What kind of ''things'' could happen against different enemies (Robots, Animals, Humanoids, Irradiated foes)
when a critical hit is scored?

 

 

3a. In the same vein of thought as #1, fleshy, living enemies should ignite and flee, and Robots should hit critical heat, causing ignition and circut overload, destroying their inhibitor.
3b) What kinds of player values/conditions should be met for the effect to happen? (Check player's Science, Luck, Energy Wep, skills ect, as a condition before the unique effect triggers)

 

3b. Repair at 30 or science at 50. 30 would be for knowing how to properly use a welding tool with repair, 50 would be understanding the proper aplication of heat necessary to cause ignition.
4) What should the clip size be of the gun (unmodded vers)

 

4. 100, representing the percentage. Just seems nice that way. All recycling weapons should do that.
5) At what rate should ammo usage be? (Ammo is natively returned to the player via built-in Recycler, currently set to 50% return rate -outside VATS- )

 

5. Long enough to get the feel of the continuous laser, but short enough to prevent it from being too powerful. Twenty seconds unmodded would be sufficient, with the modified version taking thirty.
6) Should the mod include custom Perks? If so, what Perks? (name of perk, effect when using this gun/other lasers too, ect)

 

6. Spot Welder. Increases the chances of scoring a critical with continuous beam weapons by 10%.No effect on other laser weapons.
7a) What -besides itself- should be required to Repair/Fix this weapon?

 

7a. Opthalmoscope, duct tape, wonderglue, magnifiers, and standard laser rifle.
7b) What ingredients should be required to craft the ammo? (Currently 1 ElectronPack = 1 Diode Lamp)

 

7b. I think the return rate should be higher, since it will be taking 100 per 20 seconds of continuous fire.
7c) What ingredients should be required to craft both Max and Overcharge Diode Lamp ammo variants?)

 

7c. Each overcharge and max variant should take five of the corresponding microfusion cells and 50 diode lamps to make 50 Max/Overcharge Diode Lamps.
7d) What effect should Max and Overcharge have? Default effect? (ie. Overcharge does more dam, but damages the wep's condition too)

 

7d. Default would be great, but increasing critical chance would also work well.
How gory should the mod be? (guts spill out when cut in two? face/head sliced to reveal brain? ect)

 

8. As gory as possible, though the wounds will be burned, removing blood from the equation.
9) How to obtain the weapon? (proposal : derelict factory, weapon originally developed as a welder tool -or mining tool-, faction beats you there, Boss Fight ensues where boss uses it against you.)

 

9. I would say that the player should have to fight to obtain the parts of the weapon, as well as a blueprint.Makes a nice adventure mod with a good reward.
10) Questions 1 - 8 again, for the Unique Variant of the weapon, the Mercury Arc

 

10. The unique variant should be a more practical version, with half the ammo drain as the original, slightly lower damage, and higher critical damage. Nothing else would really need to be changed.
11. Oops, I think I already answered that. :x
12) If a "Panic Button" or "Manual Override" is added, where the player can unload a full-magazine all in one ''Kamehameha" shot by pressing a button, what negative effect should it have on the player? (Chance to knockdown player, ignite you, deal 50% damage to the weapon, ect ect)

 

12.I'd say all three. You'e doing something that'll be a bad idea in retrospect, but could save your life potentially.
13) How to obtain the Mercury Arc? (unique variant) (*note* It's a weaponized, experimental version of the Xenon Charge, developed by the Brotherhood of Steel.)

 

13. Fight a robot equiped with it. Like Mr. Conleys cranky uncle Jimmy.
14) In the quest to obtain a Xenon Charge, its likely there will be some Mining/Welding robots equipped with rudimentary versions of the weapon, what color/colors would it be?

 

14. When I look at this weapon, I think of the mining tools from Deadspace, so borrowing the orange and yellow color scheme would mesh well with the design.
15) Easter Eggs : a version of the weapon with a 3d "imma firin mah lazor" model on the muzzle.
Other suggestions? (armor, other gun variants, enemies, NPCs, ect)

 

 

15. Yes. Make a MemeBlaster. Plaset it with all the memes you possibly can. :tongue:

 

 

Edited by KyoBladezen
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Thanks a bunch Kyo!

Your input is valued. I appreciate you taking the time to write down your thoughts and contribute :)

I'll see what I can do about making some of these great ideas come to life.

 

Everyone is welcome to contribute anything here, welcome!

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1) Fleshies. Laser should melt flesh. Wearing a Power Armor should at least provide some protection.

2a)

-Long Range Barrel: Changes the weapon to shoot long burst instead of continuous, BUT greatly increases range

-Efficient Ammo Consumption: Drains less ammo per second

 

Get these from the GRA, like everything else.

 

3a) You should give them a lightsaber scar, you know smoking orange lines and eventually saw them in half

b) Energy Weapon skill, we are trying to promote energy weapons after all

 

4) 80

 

5) Drain 1.5 per second on useage

 

6) Hmm I guess a Bloody Mess esque Perk, like Laser Saw, allows you to "cut" people in half. Meaning there is a 10% chance you can instantly trigger this effect and instantly kill the humanoid.

 

7) Not totally sure

 

8) Everything

 

9) I guess a boss fight, nothing too fancy quest but it's nice to grab a neat weapon off the twitching fingers of the fallen foe. Or perhaps this should be for the unique variant and the normal variant is sold at Gun Runners... or stash in Doc Mitchell's house because we all know he's preparing for war. He has weapons and weapons made by Mil.

 

I'll add more thought to this tomorrow since I am really tired lol.

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1) What kind of enemies is the gun best for? Armored, or Fleshies
Fleshies, however with the Max charge or over charge ammo it should do fine against armor.
2a) What kind of WMKs should there be, and what effect of them?
2b) Where to obtain the WMKs? Or how to craft them?
3a) What kind of ''things'' could happen against different enemies (Robots, Animals, Humanoids, Irradiated foes)
when a critical hit is scored?
[such as : (A) Chance to flee, B) Chance to ignite, C) Chance to Knock-down, D) Chance to bleed)]
I think ignite makes the most sense here, perhaps with an eccentrically colored fire?
3b) What kinds of player values/conditions should be met for the effect to happen? (Check player's Science, Luck, Energy Wep, skills ect, as a condition before the unique effect triggers)
Uhhh, I think this is making things too complex to be honest, just make it an effect that occurs upona critical hit, and if the critical hit ends up killing them, add a secondary effect (such as a special disintegration effect) for use when that occurs.
4) What should the clip size be of the gun (unmodded vers)
In between 35-55
5) At what rate should ammo usage be? (Ammo is natively returned to the player via built-in Recycler, currently set to 50% return rate -outside VATS- )
.7 per second sounds about right. I would prefer a weapon with a "clip unload time" that is inbetween an Assault Carbine and a Laser RCW, it does more damage then the Laser RCW but has a shorter clip size.
6) Should the mod include custom Perks? If so, what Perks? (name of perk, effect when using this gun/other lasers too, ect)
No, it should not.
7a) What -besides itself- should be required to Repair/Fix this weapon?
Laser RCW repair list.
7b) What ingredients should be required to craft the ammo? (Currently 1 ElectronPack = 1 Diode Lamp)
I am thinking that this weapon should produce it's ammo in batches about the size as a regular clip (or perhaps 2 clips). I was thinking that the recipe should be 3 Scrap electronics, 1 fission battery, and "X" Electron Charge Packs where X is whatever number you decide should be the size of the Clip.
7c) What ingredients should be required to craft both Max and Overcharge Diode Lamp ammo variants?)
Just Other Diode Lamps, perhaps 1 additional fission battery for Overcharge and 2 fission batteries for Max Charge.
7d) What effect should Max and Overcharge have? Default effect? (ie. Overcharge does more dam, but damages the wep's condition too)
They do a scaling amount of damage and DT reduction simmaller to normal OC and MC varients of other EW ammo. Maybe they effect the Beam's color/brightness/size when used. I was thinking that the brightness should scale up in this order NC -> OC -> MC depending on which one you use.
:cool: How gory should the mod be? (guts spill out when cut in two? face/head sliced to reveal brain? ect)
Tone down the blood, this thing burns and cauterizes flesh doesn't it? perhaps you could cut a guy cleanly in half if you aim for the torso when you kill them. Like it could have custom dismamberment/decapitation animations. I don't think gratuidous amounts of guts/gore will make this feel fun to use. It seems like it would make a very clean kill.
9) How to obtain the weapon? (proposal : derelict factory, weapon originally developed as a welder tool -or mining tool-, faction beats you there, Boss Fight ensues where boss uses it against you.)
You are given a quest by an individual called the "Forge Master" who is an energy weapons builder and seller who is interested in building his own unique energy weapons so he can compete with the Van Graffs. He instructs ou to seek out a factory and retrieve a prototype weapon so he can reverse engineer it and sell it.
Create a new (small) mini world space that one can enter via a passage way somewhere. It should be an abandoned scrap yard with a long abandoned, high-tech factory at it's center. The scrap yard should be filled with traps and obstacles but no enemies. Inside the factory you fight through those mining robots you mentioned bellow until you reach a big room with many robots and perhaps a massive, unique boss robot which when killed drops the weapon as well as the recipe for the unique varient. Once you have this first protoype weapon from the robot, you return to the forge master and allow him to reverse engineer it. When he does, he will have it added to his trade menu, and enemies will suddenly start having it integrated into their leveled list as his new weapon spreads throughout the wastland. He will then send you on another quest to retrieve another item to build the unique varient. I think this Forge Master guy is a good idea because if you ever need to add more energy weapons down the line you can just integrate them with this mod, and give them their own quest given to the player by the character.
10) Questions 1 - 8 again, for the Unique Variant of the weapon, the Mercury Arc
11) In what ways -stat wise- could the Mercury Arc be superior or different from the Xenon Charge (default beam laser)?
I think that the Unique varient should be the only version with the "Panic Button", aside from that, it should do slightly more damage, have a better condition, and a slightly larger clip.
12) If a "Panic Button" or "Manual Override" is added, where the player can unload a full-magazine all in one ''Kamehameha" shot by pressing a button, what negative effect should it have on the player? (Chance to knockdown player, ignite you, deal 50% damage to the weapon, ect ect)
I do not like the Idea of a "Panic button" so let me suggest an alternative. Instead of a "panic Button" I think the Unique varient (and unique varient only) should have an alternate fire mode where in you press a button then press fire. But instead of firing, it begins to Charge up ina manner similar to the feature in Project Nevada. After a while, when it is fully charged it releases a massive, slowly moving (think: slower than an unmodded Plasma Rifle) vortex of shimmering, pulsating, energy that, upon hitting a surface (or enemy it detonates into a MASSIVE energy explosiong that does insane damage. the backside will be that is damages the weapon down to half health (if it is fired from full health) or completly breaks it, (if it fires from half health).
While this may sound over powered, keep in mind that:
A) The Orb or Vortex is very slow moving and thus very innacurate.
B) It takes a while to charge, and as such is not good in direct fire-fights (unless you have good cover to hide behind).
C) Do to the size and extreme damage of the blast it is incredibly dangerous for the courier to use it at close range lest he kill himself or severely wound himself at best.
These 3 factors should make this "charged shot" only useful for certain situations but none the less an incredibly effective feature when it is in it's element. It also contrasts nicely with the sustained fire, pin-point accuracy, damage over time, of the normal fire mode.
13) How to obtain the Mercury Arc? (unique variant) (*note* It's a weaponized, experimental version of the Xenon Charge, developed by the Brotherhood of Steel.)
As I mentioned, after you get the recipe from the dead boss robot, perhaps you can bring it to another derelict factory that the "Forge Master" tells you about and retrieve a unique power core from another unique boss robot. Once you give this core to the Forge Master he forges you the unique varient.
14) In the quest to obtain a Xenon Charge, its likely there will be some Mining/Welding robots equipped with rudimentary versions of the weapon, what color/colors would it be?
The robots should be made of brown/black metal. They should be colored with orange, yellow and perhaps red paint. They should have red,yellow, or orange glowing lights or glow mapped areas. The cutting/welding tool effect should be yellow or light-orange in color.
15) Easter Eggs : a version of the weapon with a 3d "imma firin mah lazor" model on the muzzle.
Other suggestions? (armor, other gun variants, enemies, NPCs, ect)
16) Additional Content : Diode Lamps (the ammo for both Xenon Charge and Mercury Arc) will be able to be crafted into Throwable Grenade weapon via a workbench by attaching a Sensor Module (the explosion will be incredibly amazing, like color-changing fireworks type deal).
What other additional content would you like to see in the mod? (A Welder/Miner armor? A robot follower that uses a Xenon Charge (recolored)? An optional upgrade for Ed-e to have him use one? An accessory you where on your shoulder, that fires a shoulder-mounted blast when you press a button on the keyboard? ect ect)
2 or 3 unique robot varieties as per mentioned in my previous answers. Plus a unique "boss varient of each". Perhaps the factories could have some unique props/ world space textures. And as for unique armors. i think the Forge Master (if you decide to go with the idea), should have some completly unique Tesla Armour. Instead of adding a new feature, I would prefer that you add another energy weapon besides the one you are currently creating. (I have sketches and ideas for a few if you are ever interested :3 ).
Also, AnOneTwos THOR and VT-191 Murderlizer both are having an issue where if you use an ENB with them the Ambient Occlusion causes a few parts to shimmer and "blink" in and out of existence constantly. I would really appreciate it if you could get AnOneTwo's permission to correct the problems with them and perhaps re-release them with New and improved effects under your name (with credits to him of course). It would be a lot less work for you to do too, since both guns are essentailly already made. You could add a few special effects to each ( like re-introducing the swirling glowing lights to VT-191's barrel, and adding a custom firing sound to the THOR).
You could call it "THOR and Murderizer Remastered" or something.
17*) Additional Comments : Anything I left out that testers should be aware of? Anything you'd like to add? Suggestions for the mod to include/improve?
Edited by GlimmerOfNope
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@GlimmerOfNope

 

Thanks for the reply!
I really dig some of these unique ideas here. I especially like the suggestion to have the Mercury Arc be the only version of this gun that has an alternate fire.

 

The mining/welding robots you described also sound particularly interesting, and i think such a color-scheme would work well as a form of constructo-bot type thing here. I'll likely splice a few robots together to get something fairly unique, then set about recoloring/texturing the thing.

 

You most certainly will be able to slice ppl in two at the torso with this weapon btw, its going to be one of the mod's flagship features in fact ;)

I think the only 'gore' that will really be present, is during the rare Crit Kill (there will be random crits, like the EVE mod) that causes the victim to explode with energy. Aside from that, slices a person in two will be akin to what a Lightsaber would do, pretty bloodless there.

 

about the Murdelizer and Thor, I already have editing access to those mods, since I was the one who did the VFX for them to begin with :) AnOneTwo and i have been friends (in real life) for over half a decade, and even work for the same indie game studio together. Anyway, various vfx becoming messed up by ENB is a pretty common thing sadly. Its related to the choice of Alpha in the Nif, as well as the Emissive Multiplier applied. Sometimes by *not* having Vertex Color Data embedded this happens too. If I get the time i'll revisit those two mods and upload an updated version of them to their pages.

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↑ :laugh:

 

He exploded

 

hehe yah a bit, for now ^^

 

I'm still tweaking the timing, and the visuals, but those are coming along soon enough. The hard part is over.

 

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