Jump to content

Energy weapons upgrade Guns


MrMontmorency

Recommended Posts

I think this may be an interesting idea.

 

For example, you could go up to a workbench with a high enough science skill to jury rig a 9mm Pistol and a Laser pistol together into a 9mm pistol that fires lasers, complete will all of the advantages that a 9mm pistol would have, such as a silencer or scope. The visual effect it would have would be various energy weapon like charges and wires around the handle and muzzle of the gun. The benefits of doing this would be accuracy, built in armour-piercing and a lack of recoil at the cost of less powerful shots and a slightly increased weight.

 

Another example would be upgrading a Hunting Shotgun with a Laser rifle or a Plasma rifle so that it can fire a small spread of lasers or plasma bolts. Maybe with a very high science skill, it would be possible to upgrade an Anti-materiel Rifle with a Gauss Rifle so that it can fire magnetically charged, more powerful rounds. It'd probably be a very interesting idea if you could try upgrading a pistol or revolver with parts from a Gauss rifle as well, and perhaps this method would merely reduce the Gauss Rifle's condition. I like the idea of upgrading a Sniper Rifle to fire lasers as well (without any recoil!)

 

Probably it wouldn't stop here either. You could probably try things like using Recharger pistols to upgrade normal pistols and revolvers so that they effectively have unlimited ammo and regenerating clips, or upgrading missiles with plasma grenades so that their explosions would be more powerful. You could try taking frag mines and frag grenades to the workbench with a few Microfusion cells to upgrade the damage of them slightly (though not as much as a Plasma grenade).

 

This would be especially awesome if it was fully compatible with Weapon Mods Expanded so that the upgrades can be retained when the guns are upgraded.

 

Is this an awesome idea?

Link to comment
Share on other sites

I'm not sure if it's realistic, since if you look at it, the bulk of a laser pistol is a lot bigger than a 9mm pistol. So I'm not sure how would that stuff fit inside.

 

On the other hand, I suppose it would be possible to do stuff like use a pistol or revolver frame as support for a bigger structure containing the energy parts, though, like basically my prototype blaster is made, though.

 

And on yet another hand, the idea does seem interesting and would give the player more crafting stuff to do, as well as something to do with all the guns from raiders and whatnot. So maybe realism can go to heck :P

Link to comment
Share on other sites

You know what? I have no life, so I'm going to just rattle off a shitload of stats for the new weapons in the hope it will interest a modder. I tend to do that.

 

Laser Handguns

Modifies:

DAM: +12

Strength requirement: +1

Gun condition: x1.35

 

Created with: Laser pistols

Science Skill needed to craft: 30

 

All semi-automatic pistols use the same ammunition, but are backed by Energy cells to create a laser effect. Essentially, a laser and a bullet is being fired simultaneously. This increases the damage of every pistol by 12 (same as the laser pistol) that is modified as normal based on the condition. It depletes an Energy cell with every shot, so it has the same armour piercing effect that a normal laser pistol has.

 

Plasma Handguns

Modifies:

DAM: +36

Strength requirement: +2

Gun condition: x2

 

Created with: Plasma Defenders, Plasma Pistols

Science Skill needed to craft: 50

 

All semi-automatic pistols use the same ammunition, but are backed by Energy cells to create a plasma effect. It fires a plasma backed bullet, so you have to lead in the shot at long distances if you want the shot to hit. It fires faster than a normal plasma projectile, but slower than a bullet. If fired from a silenced weapon, the shot will be silent, but the projectile hitting will make a sound. It adds 36 damage on top of the base damage of the normal pistol, modified by the gun's condition. This type of pistol depletes condition twice as fast as firing a plasma backed bullet understandably would damage a weapon not designed to fire an energy projectile.

 

Alien Handguns

Modifies:

DAM: +75

Strength requirement: +1

Gun condition: x4

 

Created with: Alien Blaster

Science Skill needed to craft: 90

 

These pistols have had the butt of the gun modified to take alien power cells. It fires the standard bullet at the same time, adding 75 points more damage on top of the base damage. Because the shot is too powerful and the technology obviously alien, it degrades the weapon 4 times as fast, and silencers have no effect. The largest benefit is the decreased spread thanks to the shape of a normal pistol. This modification would probably only be possible with the Wild Wasteland trait.

 

Laser Revolvers

Modifies:

DAM: +18

Strength requirement: +2

Gun condition: x2

Weight: +2

 

Created with: Laser Pistol

Science Skill needed to craft: 20

 

These revolvers no longer take normal ammunition, and take Microfusion Cells in place of the revolving cylinder. It fires 6, powerful shots as usual, thanks to the technology in the weapon forcing a 6th of the power in each cell into a shot. As a result, the additional power on top of the ordinary shot is 18 (3 x 6). It increases in weight due to the changes to the revolving cylinder that force the rest of the revolver to be longer in length. Due to how clumsy the modification is, it only requires 20 science skill to craft. Plasma versions cannot be made as revolvers are too small to take their power.

 

Laser Sub-machineguns

Modifies:

DAM: +15

Strength requirement: +1

Gun condition: x1.35

 

Created with: Laser Pistols, Laser Rifles, Laser RCW

Science Skill needed to craft: 40

 

Much like the Laser RCW, Sub-machineguns would fire lasers, except this variation would also deplete normal pistol rounds. They take Microfusion cells and appear mostly the same to their unmodified counterparts except for some wiring and mechanisms built into the weapon.

 

Laser Shotgun

Modifies:

DAM: +10x3

Strength requirement: +1

Gun condition: x2

Weight: -2 if a Single Shotgun

 

Created with: Tri-Beam Laser Rifles

Science Skill needed to craft: 30

 

Quite different to the other modifications in that one of the barrels of the shotgun is replaced with mechanisms that allow it to fire a small cluster of lasers. The trade-off is that you can only fire one shot before you have to reload since the second barrel is used for lasers and fires at the same time. If this modification is applied on a single shotgun, then it will only fire the small cluster of lasers on it's own, therefore only requiring Microfusion cells as ammunition.

 

You get the picture. I could individually describe every other damned type of weapon, but I'd be here all day. Thoughts? (other than "This guy has no life")

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...