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mod concept: mags of life (ammo/mag mod idea)


warbrand2

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here is an idea remove mags as a mod slot for weapons instead replace them with found mags on enemies.

 

 

This mod would make every weapon work similar to the gattling laser in the fact that it shows spare mags bellow and ammo above. Making management of your spare ammo a high priority.

 

 

 

MAG MANAGMENT

each weapon would have several types of mags that can be used, these are loaded like changing crossbow bolts in skyrim or ammo type on the junk jet.

 

to start the player would find 3 empty 10mm mags in vault 111, from there they must load the mags wiht 10mm ammo (simple thing click the mag choose the ammo type to load in, mags can only load in the same caliber of ammo as they hold)

 

The player can swap mags by clicking another loaded one, the player will automaticly swap to a loaded or closest to full mag when they hit reload, each mag has a weight to it, meaning that you can't go in with 100 reloads worth of ammo.

 

 

Point of magazines

 

the point of the magazines and clips is simple for use of special ammo like loading a 10mm mag with explosive rounds this would stack with an explosive damage weapon.

 

 

CONCEPT IN ORDER OF ACTION

 

step one: find a mag example 10mm extended

step two: find ammo for the mag

step three: hand load or machine load the mag (hand loading takes time while machine loading can be done at bulk though requires a reloading bench)

 

step four: load mag into weapon, other mags loaded with same ammo type will be shown similar to how fusion cores are shown.

 

step three A: load in special ammo like irradiated rounds or incendiary rounds.

 

 

item examples

 

10mm mag

cap:12

ammo: 10mm

 

.45 stub

cap:20

ammo: .45

 

combat drum mag

cap: 30/100

ammo: shotgun/ .45

 

side load drum

cap: 100/60

ammo: 5.56/.308

 

side load standard

what ever the stats are on teh pipe rifles I ain't posting all of that here.

 

 

 

AMMO EXAMPLES

 

10mm HE

damage: +15 per round

range: -5

blast: ??? light

 

10mm incendiary

damage: +5

burn time: 10 seconds

burn damage: 3 per sec

 

5.56 HE

damage: +20

range: -10

blast: light

 

.50 cal anti material round (.50 explosive)

damage: +100

range: +10

blast: light

special: punctures power armor dealing minimal damage to armor possibly killing user.

 

 

 

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