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combat critical failures


TheBlob2

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a mod that adds critical failures to combat, like someone shooting themselves in the foot if they have low gun skill, or someone with low strength losing control over their automatic weapon and dropping it, or with low energy weapon skill you can't figure out how to put the microfusion cell in the weapon, or someone with low melee weapons skill swinging their sledge hammer and missing, and fling it across the room, or someone trying to reload their gun but accidentally disassembling it, or someone using an explosive weapon and it explodes in their hand, or the recoil from the gun stunning the user and accidentally hitting themselves in the face with their gun. Things like that.

i know there is already a jinx'd perk mod, but i want the critical failures to happen NOT because of the player's luck, but their whole skill set and attributes are also taken into account, not just luck by itself.

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The ones I see that are easy-ish to implement are, dropping the weapon, missing with a melee weapon, having a melee weapon thrown across the room accidentally, and an explosive going off early.

 

I *think* you could force a weapon jam animation. I don't believe you could have someone hitting themselves in the face due to recoil unless you have a new animation made. You could create a world object that looks like a disassembled weapon, and has to be picked up before you get your weapon back.....but it's a lot of models to make for every weapon. I think a explosive going off early could be simulated, but since your creating a separate explosion you'd have a lot of different explosions to add for each different type of weapon.

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i don't think there needs to be a disassembled weapon world mesh, just unequip the weapon from the player and display a massage saying "you have accidentally disassembled your weapon", and when they pick their gun up again it will have dramatically reduced condition
as for the recoil, i guess having the weapon dropped from the user after firing it, there doesn't need to be a separate animation, considering that the types of weapons that this will affect already have heavy recoil type firing animations anyway.

 

Making separate explosions shouldn't be that hard, considering there aren't that many explosive weapons
Edited by TheBlob2
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http://forums.nexusmods.com/index.php?/topic/2733129-combat-critical-failures/

 

i don't think there needs to be a disassembled weapon world mesh, just unequip the weapon from the player and display a massage saying "you have accidentally disassembled your weapon", and when they pick their gun up again it will have dramatically reduced condition

I wouldn't recommend that for a few reasons. With some weapons it might *appear* they could be accidentally disassembled via blind, dumb, bad luck. For instance you might have a semi auto where the disassembly notch is close enough to the safety to be mistaken for it, but usually the clip has to be ejected first. In that case it might be best to have one of the critical failures just be accidentally ejecting the clip (ie force a reload). Other weapons, like many revolvers just aren't going to be "accidentally" disassembled, and I suspect that's the case for many weapons (although I have no knowledge specifically in regard to military heavy arms or fictional weapons). In addition disassembling a semi auto isn't going to reduce it's condition.

 

 

Making separate explosions shouldn't be that hard, considering there aren't that many explosive weapons

This is a list of just grenades;

Frag grenade

Holy Frag Grenade

Incendiary grenade

Plasma grenade

Pulse grenade

Stun grenade

Gas grenade

Flash bang

Microfusion cell grenade

Nuka grenade

Tin grenade

 

It doesn't include many other explosives and their variations, like dynamite, C4, satchel charges, gas bomb, mines, time-bombs, the mfc cluster etc. There is explosive ammunition (if one should foul or occlude the barrel) for weapons like missle launchers, grenade launchers, rocket launchers, and god forbid a misfired fatman. Sooooooo.....there's a few. The opinion on whether it's a lot or few maybe differ based on who's requesting and who's actually implementing it, but it's not a big deal.

 

Also to clarify I'd (if I were to do something like this) create a separate (from the explosive) explosion, I'm not creating a unique, new form. Creating in this sense means placing it upon the players person/vicinity, not making a unique explosion (we would want the explosions to be exactly the same as the explosive ordinance that went off).

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http://forums.nexusmods.com/index.php?/topic/2733129-combat-critical-failures/

 

I wouldn't recommend that for a few reasons. With some weapons it might *appear* they could be accidentally disassembled via blind, dumb, bad luck. For instance you might have a semi auto where the disassembly notch is close enough to the safety to be mistaken for it, but usually the clip has to be ejected first. In that case it might be best to have one of the critical failures just be accidentally ejecting the clip (ie force a reload). Other weapons, like many revolvers just aren't going to be "accidentally" disassembled, and I suspect that's the case for many weapons (although I have no knowledge specifically in regard to military heavy arms or fictional weapons). In addition disassembling a semi auto isn't going to reduce it's condition.

i guess a critical failure where you drop the magazine out accidentally and have to reload, that would work. And the reason i suggested the weapon degrade in condition is, if you are so inexperienced with guns that you accidentally disassembled it while trying to use it normally, then you are probably too inexperienced to put it back together properly.

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I have actually seen someone press the magazine eject instead of the safety on a pistol. Then attempt to fire it with the mag laying on the floor. Or try to insert a mag backwards when in a hurry. Then fumble around for a few critical seconds before getting it right.

 

These kind of things could easily be explained as low gun skill. Not properly mainlining a weapon due to that same low skill could cause a weapon to degrade faster also. :thumbsup:

And, a neophyte reassembling a weapon in a hurry could easily bend or break some part. The operating rod spring on an M1 Garand being bent comes to mind. This will cause excessive wear and an eventual failure. Improper cleaning of the gas port will result in a semi auto rifle having to be manually operated for each shot. (degraded performance) The spring could easily be replaced from another M1 that had some other problem. And the gas port can be cleaned properly to restore operation - both covered in the game mechanics. :cool:

 

 

many revolvers just aren't going to be "accidentally" disassembled

The Webley revolver breaks to reload. Hitting the lever will cause the barrel & cylinder to fall forward to expose the shells for easy reloading - or if done accidentally require closing it back up to shoot. But it did make reloading quicker. :tongue:

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i guess a critical failure where you drop the magazine out accidentally and have to reload, that would work.

Yeah forcing a reload shouldn't be a problem, even if one has to use NVSE's tapKey function.

 

The Webley revolver breaks to reload. Hitting the lever will cause the barrel & cylinder to fall forward to expose the shells for easy reloading - or if done accidentally require closing it back up to shoot. But it did make reloading quicker. :tongue:

Yeah and I'd bet there's probably a few others as well......there are simply so many sidearms that run the gamut from commonplace to one of a kind creations. But I don't think we really have to worry about accidental disassembly for the vanilla weapons (of course I couldn't say about heavy arms, fictional arms etc).

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i guess a critical failure where you drop the magazine out accidentally and have to reload, that would work.

Yeah forcing a reload shouldn't be a problem, even if one has to use NVSE's tapKey function.

 

The Webley revolver breaks to reload. Hitting the lever will cause the barrel & cylinder to fall forward to expose the shells for easy reloading - or if done accidentally require closing it back up to shoot. But it did make reloading quicker. :tongue:

Yeah and I'd bet there's probably a few others as well......there are simply so many sidearms that run the gamut from commonplace to one of a kind creations. But I don't think we really have to worry about accidental disassembly for the vanilla weapons (of course I couldn't say about heavy arms, fictional arms etc).

 

does this mean you will be working on this?

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does this mean you will be working on this?

 

Just doing a little feasibility study at the moment.

 

 

This sounds funny as I never upgrade my Energy skill. but always end up having t use one at some point.

 

Yeah energy weapons could be an interesting category of critical failures. Have an overcharge with a plasma rifle and get a small plasma explosion as the plasma is vented, etc.

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