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Clumsy weapon

Posted: 2005-01-20 05:02pm
by Melchior
This is an assault rifle I designed for a mod I am working on.
It should look unrealiable, prone to jamming and unwieldy.
Does it?
Image
(it is done in freehand 10, unfortunately export quality in .jpg format isn't exactly where this program shines)

Posted: 2005-01-20 05:27pm
by YT300000
Well, the trigger is unnecessarily huge, as well as not giving you a place to put your thumb, there doesn't appear to be a magazine port, the tiny barrel length will result in tremendous recoil, the rear sights are overly complex, and without forward sights won't be too useful anyway, and there is no stock.

And what is that... thing... at the end? The semi-circle.

Posted: 2005-01-20 05:30pm
by Melchior
YT300000 wrote: And what is that... thing... at the end? The semi-circle.
That thing contains ammunition, and rotates during firing, with high risks of hurting the operator.
Recharging the thing takes ten minutes and a screwdriver.

Posted: 2005-01-20 05:37pm
by DPDarkPrimus
...What the fuck? Why are you designing such a horrible weapon? :P

Posted: 2005-01-20 05:41pm
by Melchior
DPDarkPrimus wrote:...What the fuck? Why are you designing such a horrible weapon? :P
It's for a very depressing mod which should be as cruel and painful to play as possible in order to deliver its message.
To name one of the more important aspects of the gameplay, every character has a remote controlled gps system with electrodes grafted to the brain that can kill him if he does "wrong" things, like running away or not killing the unarmed five-years old child.

Posted: 2005-01-20 07:47pm
by Uraniun235
Clearly subscribing to the school of thought that the interface should hurt the user as much as possible. Nicely done.

Posted: 2005-01-20 09:02pm
by YT300000
Melchior wrote:
YT300000 wrote: And what is that... thing... at the end? The semi-circle.
That thing contains ammunition, and rotates during firing, with high risks of hurting the operator.
Recharging the thing takes ten minutes and a screwdriver.
In that case, remove the foregrip, and the barrel shroud. You may also consider a device to shoot ejected gasses back at the user. Oh, and put the sights on the side, and make the ammunition thing spiked, and contain the minmum amount of rounds possible.

Oh, and replace the trigger with a large button, that has a really tough spring and a pull of... oh... 20 lbs?

Posted: 2005-01-20 09:12pm
by darthdavid
Make it fire elephant gun rounds at full auto. That'll fuck up anyone using it... :twisted:

Posted: 2005-01-20 09:59pm
by YT300000
darthdavid wrote:Make it fire elephant gun rounds at full auto. That'll fuck up anyone using it... :twisted:
Yes, and make it so that it ONLY fires in 7 round bursts. Too much to be useful or accurate, and wastes ammo.

Posted: 2005-01-20 10:59pm
by darthdavid
YT300000 wrote:
darthdavid wrote:Make it fire elephant gun rounds at full auto. That'll fuck up anyone using it... :twisted:
Yes, and make it so that it ONLY fires in 7 round bursts. Too much to be useful or accurate, and wastes ammo.
And too few to properly spray in the hopes of randomly hitting a target/provide suppressive fire. I like the way you think. :)

Posted: 2005-01-21 07:46am
by Melchior
YT300000 wrote: Yes, and make it so that it ONLY fires in 7 round bursts. Too much to be useful or accurate, and wastes ammo.
I was already thinking to have it have a lot of recoil, but I will add the "only seven round burst as a firing mode", it helps in the "awfully bad designed" category.
Ah, the thing is not spiked, but it is sharp (obviously this can't be seen from sides)
And I can't add anything to blatantly harmful (like the gas-redirecting device), only really bad design choices.

Posted: 2005-01-21 10:51am
by Pcm979
Don't forget to have it report your remaining amount of ammo in an annoying synthesised voice, not only driving everybody who uses it mad but also giving important info to the enemy. :P

Posted: 2005-01-21 10:59am
by Nieztchean Uber-Amoeba
Actually, 5-round bursts seem to be just as bad as 7s... But they don't waste as much ammo.

Having the rounds/cylinder smack into the wielder's ribs/face depending on where he fires it from is, of course, a must.

Make it prone to overheating after a few seconds.

Aside from that, having the gun anally rape the firer is the best other option I can think of. :o

Posted: 2005-01-21 11:36am
by Melchior
Pcm979 wrote:Don't forget to have it report your remaining amount of ammo in an annoying synthesised voice, not only driving everybody who uses it mad but also giving important info to the enemy. :P
The thing that seems an oversized rear sight is actually a projector that tracks the position of the user eye and projects on it information.
Unfortunately it has a tendency to permanently blind the user after a few hours (in-game, the field of view is reduced, when this happens).
In the hears of the player there is already a never-ending stream of soviet-style propaganda.
EDIT: This is a very early concept of a weapon that will be exclusively used by AI-controlled bots. It's a flamethrower designed for killing hordes of inepts with erratic and under-powered rifles. The thing behind should be on the user shoulder, and it help keeping the weapon straight (it is very heavy). Now, since am not very expert in this field, there are any glaring design flaws, besides the exposed fuel tanks (it is for technobabble reasons)?
Image

Posted: 2005-01-21 01:18pm
by salm
cool, the pain station disguised as an ego shooter.

you need to include a dildo pointing at the players ass in this interface of yours. when the player is hit the dildo starts moving back and forth, and back and forth, and back and...

and the lower your energy the hotter the dildo.

Posted: 2005-01-21 01:23pm
by Melchior
salm wrote:cool, the pain station disguised as an ego shooter.

you need to include a dildo pointing at the players ass in this interface of yours. when the player is hit the dildo starts moving back and forth, and back and forth, and back and...

and the lower your energy the hotter the dildo.
I suspect there is a misunderstandement going on: it is the playing character, not the user, that has things grafted to his brain. :oops:

Posted: 2005-01-21 01:30pm
by YT300000
The stock looks awfully fragile, the trigger would be nice if it was bent, and a small shield in front of the foregrip would also be nice (considering how far forward it is).

Also, since you say its heavy, a sling might help with load-bearing.

Posted: 2005-01-21 01:42pm
by Melchior
YT300000 wrote:The stock looks awfully fragile, the trigger would be nice if it was bent, and a small shield in front of the foregrip would also be nice (considering how far forward it is).

Also, since you say its heavy, a sling might help with load-bearing.
Image
Trigger fixed and foregrip shield added, thanks for the advice.
Unfortunately the sling could be very difficult to implement in a game.

Posted: 2005-01-21 04:47pm
by Jawawithagun
Ejecting the brass into the user's face is a must. Maybe with it's own targetting system that aims at the eye not connected to the sight.

Posted: 2005-01-22 05:02am
by Pcm979
Melchior, I'm never playing your game. Although designing awful weapons is fun, if you ever need help. :P

Posted: 2005-01-23 04:57am
by Utsanomiko
Fire that mod's 'designer' and hire someone over the age of 14 (and no, don't tell me how old he really is; it'll only make things look worse).

My opinion of such childishly ham-fisted gameplay and art directing can't be described in words; I'd have to put together a photoshop tomorrow to express it. How many levels are planned to take place while it's snowing? Is there a gun that launches puppies? Do the children wear shirts with 'innocence' or 'humanity' written on them? Jeepers...

In the meantime, as for Melchior and the whallop-over-your-head metaphors he's been sentenced to design, there's a difference between looking like 'a cumbersome and burtally rugged firearm' and 'is that a tennis shore with a stapler attached?' One invokes its intended style and is instantly recognisable as being at least physically capable of even being held *like* a gun, the other does neither. Googlesearch images of guns (and maybe a few hands too) and go from there.

Posted: 2005-01-23 06:42am
by salm
Melchior wrote: I suspect there is a misunderstandement going on: it is the playing character, not the user, that has things grafted to his brain. :oops:
too bad. haptic interfaces that offer more than a little rumble pack are on the rise.

Posted: 2005-01-23 08:09am
by MKSheppard
Utsanomiko wrote:Fire that mod's 'designer' and hire someone over the age of 14 (and no, don't tell me how old he really is; it'll only make things look worse).
The mod sounds like "PARANOIA" the RPG put into reality. It's supposed to
be as horribly inefficient as possible.

Posted: 2005-01-23 09:53am
by Melchior
MKSheppard wrote: The mod sounds like "PARANOIA" the RPG put into reality. It's supposed to
be as horribly inefficient as possible.
Exactly.
In fact, Paranoia has been one of the main sources of inspiration.
Another feature of the gameplay is the possibily to be terminated at any given moment, even if there is no evident need to.
Oh, and there is an "insanity" value, hidden from the player, that increased as the character sees more blood, is hurted, sees other allied soldiers terminated for no reason etc.
When the value is high enough, the player loses control of the character, who can:
-Shot himself
-Collapse to the ground (and be terminated)
-Start firing at random things
-And a lot more "exciting" things

Posted: 2005-01-23 12:36pm
by salm
Melchior wrote: Exactly.
In fact, Paranoia has been one of the main sources of inspiration.
Another feature of the gameplay is the possibily to be terminated at any given moment, even if there is no evident need to.
Oh, and there is an "insanity" value, hidden from the player, that increased as the character sees more blood, is hurted, sees other allied soldiers terminated for no reason etc.
When the value is high enough, the player loses control of the character, who can:
-Shot himself
-Collapse to the ground (and be terminated)
-Start firing at random things
-And a lot more "exciting" things
the insanity value is cool. but dying at random moments is purely annoying.

same with the result of the insanity value. not being able to control your character is annoying. i´d make the insanity value trigger something else. like distortion of geometry that makes it harder to maneuver, or something. if you go insane, collapse and can´t do anything until you get shot by some enemy you´d just as well just die right away. waiting sucks.