MrMontmorency Posted December 4, 2010 Share Posted December 4, 2010 I've seen a mod on the Nexus that does this to some extent, but it seems poorly executed and unfriendly for lore. It's also, in my opinion, overcomplicated by too many additional junk parts. I digress. Here's my idea: I would like to see the addition of extra ammunition types for every available calibre, based on items that can be found on pickups. In addition, if it is possible, hollow point, armour piercing and hand load rounds could be combined with each of these rounds to provide an additional effect. Mild Poison:Bark Scorpion Poison GlandPrimerPowderCaseLead Causes a -1HP/Sec effect for 5 seconds for every shot fired. Strong Poison:Radscorpion Poison GlandPrimerPowderCaseLead Causes a -2HP/Sec effect for 5 seconds for every shot fired, and cripples legs. Paralysis RoundsCazador Poison GlandPrimerPowderCaseLead Target has reduced fire rate, reload rate, speed and accuracy. Rounds have standard damage and effect lasts for 10 seconds every shot fired. Weapon used degrades slightly faster. Tremble Rounds:TremblePrimerPowderCaseLead Produces ordinary rounds, with a reduced tremble effect applied to every shot fired. Lasts for 5 seconds. Incendiary Rounds:Flamer FuelPrimerPowderCaseLead Produces rounds that catch on fire on impact with a target. Causes -2HP/Sec for 5 seconds every shot fired. Shotgun variations can come in buckshot and slug varieties that produce different effects. Slugs will produce small explosions and buckshot will have a spread of incendiary fire. Rounds reduce the weapon condition slightly quicker than surplus rounds. Microfusion Rounds:Microfusion Cell/Max Charge Microfusion Cell/Overcharge Microfusion CellPrimerPowderCaseLead Produces rounds that are powerful, yet travel slightly slower, just like it's energy weapon counterpart. Depending on the variation of Microfusion cell added to the reloading process, damage and weapon degradation increase. Alien Cell Rounds:Alien Power CellPrimerPowderCaseLead Produces extremely powerful rounds that explode on impact like Alien Blaster fired shots. Has greater range and is faster than shots fired from an Alien Blaster, but is somewhat less powerful than shots fired from an Alien Blaster. For balance, weapon condition degrades rapidly and more rounds can be produced from single Alien Power Cells. Firelance Rounds:Alien Power CellFlamer FuelPrimerPowderCaseLead Identical to the effects of Alien Cell Rounds, but has additional burning effects from Incendiary Rounds and degrades slightly quicker than Alien Cell Rounds. Tranquillizer Rounds:Energy CellPrimerPowderCaseLead Has poor damage, but has an 60% to knock out a human or animal target with one shot. Super Mutants and Abominations have a 30% chance to be knocked out. Allows human and super mutant bodies to be looted with a lesser karma loss than if they were shot dead. Rounds are silent. Electrocution RoundsElectron Charge PackPrimerPowderCaseLead Electrocutes the target and has standard round damage. Small chance of a KO. Degrades the weapon rapidly and drastically reduces fire rate, but is very powerful, producing -1HP/Sec for 5 seconds after every shot. Produces a visible full body electrocution effect. Stealth RoundsElectron Charge PackEnergy CellPrimerPowderCaseLead Has poor damage when used in combat, but when used in a Sneak Attack Critical, it has high critical damage. Many rounds can be made from the necessary components, however fire rate is greatly reduced and the weapon degrades quickly. Pistols degrade more slowly than automatic weapons and rifles. On death, it produces a visible full body electrocution effect. EMP RoundsPulse Grenade/Pulse MinePrimerPowderCaseLead Has virtually no damage for living targets, but when used on robots, it offers greatly increased damage. Produces a similar EMP effect to a Pulse Mine or Grenade, but on a smaller scale and with significantly less damage in comparison. Crafting from Pulse weapons produces more rounds than normal in order to balance. Radioactive RoundsGolden Gecko EggPrimerPowderCaseLead Is identical to P+ rounds, except it degrades the weapon slightly quicker and produces a -1 END effect and a large drop in resistances; 10% of the time for every shot fired. Lasts 1 minute. (if the effect is already happening, then nothing happens except for the target having the effect's time reset) Requires the player to have a level 30 science skill. Intended to go well with the use of poisoned melee weapons and poisoned ammunition. Intended to provide a use for Golden Gecko Eggs other than selling them. Let me know what you think of them. I'd love to see more suggestions. I'd make a mod like this myself, but sadly I can't do it. Link to comment Share on other sites More sharing options...
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