Hey, so we are starting to implement the new attachment system,
It will work like this:
1. There exist a couple different attachment types:
- Grip (Run and gun)
- Stock (Recoil and control)
- Trigger (Firerate, DPS)
- Barrel (Range, Deviation)
- Magazine/Drum (Reloading, Magsize)
- Receiver (Mixed physical)
- Chip (Mixed technology)
All types have a pool of different attachments to choose from as you know from S1 but they always grant some of their main shtick and then some extra. So every Stock will always grant a baseline of recoil control plus something else as example. That way, you guarantee to make the weapon better in recoil control but still have the varied effects from the old system. There are also special ones in each category as before.
2. A weapon always has 3 predefined attachment type slots, which reinforce the role of the weapon:
- Super 90 (accurate aiming shotgun) = Stock, Barrel, Receiver (Recoil control, deviation, range)
- Spas12 (spammy shotgun) = Grip, Trigger, Magazine (Hipfire, Firerate, magsize)
This branches the different weapons further out and fortifies the roles of the weapons while they get upgraded. So no longer do all weapons become the same "fast firing, good accurate, good damage" somewhen later with upgrades, but you will get a really accurate weapon with great range or very precise or hard hitting or fast firing + X.
The upsides are that weapons will have more identity, even within their competitors, so you can have a very clearly more accurate ranged SMG and one more clearly hipfire style run and gun one instead of it all blending together in one similar mush.
The other upside is that you get more variation in attachment choices on a weapon to weapon basis as chances are that they have a very different layout in their slot types. One thing I learned is that its very good and needed to have restrictions in slots, if you allow all attachment categories on all weapons like in many games, all the weapons within the class (like Assault rifles) become replaceable and only the one with the slightly better stats is supreme.
The downside is that you no longer have general attachments that work on any weapon but we try to have a lot of variation covered within the different types, so you will have some firerate in a stock sometimes and that sort of thing, its not entirely locked, and there are of course other means to increase things such as items. The other downside is that this requires more total attachments to work well as each pool needs to have a bit of variation.
Lastly, for the 4th slot, I am considering of adding a technology based Conversion Kit
This conversion is supposed to offer a choice from a pool of technology based perks which
should offer a twist on the core of the weapon.
Made up Examples:
Ballistic Soft - Increase firerate greatly, add a lot of deviation
Ballistic Soft - Backside hits are guaranteed critical strikes
Ballistic Soft - Splits the bullets into 2 projectiles with reduced damage
Armor Piercing - Converts the weapon to a rapid fire twin shot
Armor Piercing - Not firing for 2 seconds charges up a high damage shot
Armor Piercing - Headshots deal 150% more damage, bodyshots deal less damage
Laser - Staying above 50 heat for 5 seconds charges up criticals
Etc
For these I am currently searching for more ideas, if you have some good conversions post them here.
Let me know what you think and your ideas!
Thanks for your post. I’ve been thinking about writing a very comparable post over the last couple of weeks, I’ll probably keep it short and sweet and link to this instead if that's cool. Thanks Safe Online Gambling
a "general" conversion kit idea that you can get for every gun:
No Restrictions
Any gun this is attached to gets converted to full auto and fires at a drastically increased rate of fire and damage , however they generate far more heat, spread and recoil are increased too.
Creating a new gambling shrine for weapon upgrading. like "Godlike or Justcry". So players could messed up themself and have to fight with what they got.
There are a bunch of good ideas here, definitely helpful
Pretty great idea! However, maybe add 1-3 "Wildcard" attachment slots on every weapon, which can take general attachments. Like being able to add twin link, ammo tp, eraser cell, offload cycler, backup, etc to any weapon, but certain weapons will have more wildcard slots. Just an idea!
Excess power There is a chance of a Laser/Plasma/Coil/Rail/Fusion/S-Lightning weapon to violently discharge a lightning, striking a nearby enemy. If there are no enemies nearby then a friendly or the user could be struck as well
I was thinking of a "Tech-Adapting Attachment" for every weapon yet its pretty uh confusing to explain, so i will my best
Remember these only get activated if the attachment is installed
>Every weapon has a base Tech level which depends on the producer of the weapon and the looks of it. If it is futuristic it is a high-tech weapon if its from 20s and late 80s its a middle-tech weapon and if its a weapon from WW2 or before 80s its a Low-Tech weapon. Every tech variant has a Upside and downside and unlike the Ammo type it changes how the gun interracts with the surroundings.
>High-tech weapons get the general bonus of having way more reliability in heat wise with decent attachment options. The only downside is that you will find way less ammo which can become a problem if not used wisely
>Medium-tech weapons are all arround good with decent reliablity, heat and damage output. With this attachment the gun loses its variant and adds the variant type of "Medium" and gives the weapon following stats
/Less Ammo Gain
/Less Devosion
/More fire rate
/Its more expensive to upgrade despite any other buffs
>Low-tech weapons get a major realiability nerf with many jams, unstable heat generation and high devosion, yet they have higher firing rate, high-damage and more ammo gain.
I dont really know how to explain it yet this is the best i came up with
some attachment ideas: i've been thinking about lightweight components, for example: skeletonized stock: baseline recoil control + slight movement speed increase. Skeletonized grip Fluted Barrel all of these would grant the respective baseline stat + slight movement speed increase
Fire
Convert a plasma weapon to fire a mist of plasma burning enemies instead of a projectile Plasma Convert flamethrower into firing a plasma jet beam like a plasma cutter
Explosive load grenades into shotguns
Ballistic Scatter
grenade or missile launchers fire an explosive projectile that detonates after leaving the weapon, sending large chunks of shrapnel at enemies
Acid
convert flamethrower to spray acid instead. shotguns and launchers are loaded with acid canisters that burst on impact
S-Lightning
launchers no longer deal explosive damage however they release a lightning bouncing between enemies
Laser
Launchers have laser champers fitted within. connected to a large battery they unleash a massive laser shot with extreme penetrative power
Ah, interesting! This should make weapons and ammo types a lot more varied and unique.
One thing I'll definitely miss about the attachment system is how the same attachment can be used for any gun and change any gun's behavior to suit the user's needs...
But I'm glad it still lives on in Synthetik 2 in this form (i.e. the same conversion kits for all guns of the same ammo type, from how I understand it)
In any case, I suppose I'll throw in my ideas too:
Ballistic Scatter:
Coin Shot: Fires human-currency rounds. Damage reduced by 5%. Every 100 credits in possession increases damage by 1%.
Armor Piercing:
Silent Scope: Projectiles do not penetrate. Enemies killed by a single hit will not rouse suspicion in nearby units.
Fusion:
White Dwarf: Converted to use expired fusion ammo. Lower heat, higher shield damage and a chance to disable shield completely, but lower range and slightly reduced damage.
Laser:
Heat Compensation: The gun is recalibrated to preform optimally in high heat. Increased deviation and lower firerate below 40 heat, optimal performance between 40-100 heat (peak performance between 60-80). Overheat still performs poorly.
Ballistic Soft:
Togo's Conversion Kit: Modified to precisely dispatch targets out of sight. Bullets ricochet and have increased velocity. Bullets that ricochet have a high crit chance and ricochet headshots guarantee crits.
(A Golgo 13 Reference)
Ion
Armor Sponge: A feedback system absorbs armor material from enemies killed and provides the user 1% of the target's armor capacity. Infinitely stacking.
(Alt: Temporarily absorbs a targets armor. After 5 seconds, if target is not hit again, armor is returned to the target [if still alive] nd player loses the armor)
EDIT: New Ideas:
SuperSonic
Temporal Delay: Launches tachyon-based projectiles faster than time itself. Bullets deal considerably higher damage, but damage is dealt 1-2 seconds after hitting the target.
Blades
EVN-FSTR: Blades increase in speed and damage exponentially with every ricochet. Blades now ricochet 7/8 times, and instantly terminate upon hitting a player (the high damage growth is already dangerous enough).
As I understand it, the Conversion Kit, would be "ultimate upgrade" of the weapon, so what if the Conversion Kit added one additional attachment that allows to select one that fits the theme of the conversion? That would allow creating sub-optimal, niche "fun" guns and also a the same time, it would improve aspect of customization towards particular desired playstyle while keeping variety between weapons of the same type.
Here are my ideas for Tech Conversions:
Stealth Tech:
Adds suppressor, replaces default ammo with specialized counterpart for subsonic operation, fits internal weapon components with noise suppressing materials and fine tunes weapon to reduce operating noises.
- Reduced detection radius when gun is fired.
- Guaranteed critical hit on unaware enemies.
- Higher chance to critically hit in combat.
- Reduced weapons range
- Reduced weapon damage
- Increased deviation
-------------------------
Prototype Suppressing Fire Tech:
Weapon is converted to fully automatic and fitted with a device that charges bullets with high-speed delayed-return teleport field.
- Each missed shot have heat dependant chance to teleport back right into the chamber after being fired, allowing them be fired again as double shot.
- Reduced heat generation
- Recoil and deviation are increased, due to cumbersome volume and mass of the device.
- Movement speed is slightly decreased.
Fire: gives it a chaos burst with 1-12 fireballs per burst, gives the burst inverted recoil, and every shot fired in a single burst gets increased stacking critical chance
Laser: Doubles ammo consumption, and grants higher damage, heat and critical chance
Explosive: Lower magsize and ammogain, but fire cluster explosives
Ballistic AP: Hitting consecutive shots gets increased stacking crit damage
Ballistic scatter: If you hit an enemy with every pellet from your shot instantly fire your next shot
Laser:
-Broken Q-Switch: The weapon now fires a continuous beam, consuming X
ammo per second. It does not punches through targets.
Balistic anti-material:
-Scatter shot: The gun now fires buckshot whith a large spread, dealing high amount of damage and causing a bleed DoT on targets.
-Coilgun conversion kit: Gun now has a charge-up mechanic, more damage more velocity, more heat.
Plasma:
- Plasma capsule: The gun now fires a projectile containing the plasma. Mag regen is slower, it deals less damage but does 100% damage against shield while retaining the bonuses against armor
Just some random ideas
Ballistic soft:
-Over pressurized gas system: Increases projectile speed + damage and the weapon clears jams with one single click, at the cost of higher recoil
Ballistic anti material:
-Bipod assembly: Weapon can now only be fired when stationary but strongly increases the performance of the weapon in terms of recoil control, recoil reset and deviation
Fusion:
-Power supply linkage: Weapon no longer has a magazine or ammo reserve. It grants a strong shield bonus now consumes shields instead of ammo (balance with magsize and ammo). Eject magazine breaks shield (like shieldburst) and restores it on reload. Active reloads instantly reset shields and perfect reloads grant a shield bonus.
Plasma:
-Electromagnetic coil accelerator: Weapon becomes a charge up weapon (like scrap canon), Charged up shots act as an explosive plasma projectile (and are stronger the longer you charge) (this is very 40k inspired)
Laser:
-Low frequency las-pulse emitter: Improves weapon performance against shields and headshots blind/stun the target.
Ion:
-Cyclotronic resonator: Triples magazine size, doubles firerate and reduces damage of the weapon by 60% (the idea is to make the weapon behave more like an AR instead of heavy weapon)
Ballistic scatter:
-Lower gauge barrel: Doubles pellets per shot but magsize is reduced by 25%
Fire/Propane:
-Gas pressure accumulator: Strongly increases the range of the flames but lower the firerate / increases burst delay
Psionic:
-Newtype Psycho interface: Psy bolts now behave like target missiles (follow the cursor) instead of autotracking
Nails/screws:
-Premium nail supply: Very strong increase of gun performance at the cost of ammo regeneration
Hey, mostly Tech Conversions but you can write any, try keep in mind that they should change the feeling of the weapon
What an excellent concept. Its really true Syn 1 weps turn into general master of all trades guns so Im very excited for this, I love that guns will have different parts to be customized
Are you looking for only Tech conversion ideas from us or normal attachments too?