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Author Topic: Project RivalBawlz: a nerf-inspired class mod  (Read 4494 times)

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March 17, 2019, 07:52:57 PM
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Offline Ehibika

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Project RivalBawlz: a nerf-inspired class mod
« on: March 17, 2019, 07:52:57 PM »
Project rivalbawlz is a work in progress “class” mod with a theme around nerf-like soft projectile blasters, weapons are largely characterized by it’s ammo of choice in terms of firing styles, shot trajectories, and ammo capacities. and all shots fired can be picked back up and reconstituted into your supply.

drawing from splatoon, each blaster is paired with a secondary tool and a special ability, secondary tools offer complimentary functions to the main weapon, such as bombs or inflatable blockades for cover.Specials on the otherhand are high impact but limited use tools and abilities that with proper use, can promote or stop pushes in gameplay.

Currently there are 4 ammo classes with more to come in the future, details on each and the nature of their blasters are below

Ammo Types:

Balls:

Central to the world of soft projectile combat. ball blasters are weapons characterized by their speed. ball blasters are fast firing and quick to reload, and ball rounds come out fast and ricochet off walls, making these blasters excel at close range engagements.

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Darts:
Darts hit hard and reach far, making blasters of this ammo type ideal for long range skirmishes.

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Disks:
approaching aerodynamics in a different way than most ammo types, darts glide through the air like frisbees and can bounce off walls without any loss in velocity! highly adept for trickshots!

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Arrows:
When it comes to long distance pressure, nothing comes close to the capabilities of arrows. harness the ancient power of archery to deliver the hits at ranges no other blaster can contest with!

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Blasters:

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SubWeapons:

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Specials:
*under construction


Design and in depth mechanics
this mod draws a lot from splatoon in terms of combat mechanics and weapon/class design, you might wonder exactly how that is given the lack of painting and swimming, well it’s for the following reasons:

first off, all weapons in the game have a hard set maximum range, shots can only travel so far and once your target is far away, hitting them is virtually impossible. a big part of combat is about working out how to get to an ideal range with your toolset relative to your given opponent. some kits make it easier for a weapon to approach another opponent while others help to keep opponents further away from you.

there’s also a inverse correlation with range and mobility. as shorter ranged weapons tend to have more freedom of movement both in and out of combat, whereas longer ranged weapons tend to be more stationary.

there are more factors to a weapon that go into it’s style of play and situation requirements beyond just how far it can shoot and how mobile it is, all of those factors include:

Time to kill (TTK)
a combination of shot power, rate of fire, and the charge up/windup time that happens at the pull of a trigger, essentially how quickly can a weapon eliminate a target at a moment’s notice. weapons with shorter TTK’s are more readily lethal, even when unprepared.

Shot power
how much a single projectile does per hit. this denotes the break points at which the number of shots it would take to eliminate a previously wounded player is lowered. if one blaster does 50 per shot and another 80, both are a 2 hit kill, however against an opponent that has sustained minor damage from another source, they’d be more at risk of being one-shotted by the 80 damage blaster, whereas the 50 damage blaster still needs to land 2 shots at least.

Mobility
a blanket term to describe how much movement this weapon allows the wielder. each weapon has a base movement speed, while some also have lower speeds when in a firing position (typically an automatic or charge based blaster)

Ammo Efficiency
how this blaster handles a players ammo supply. this includes factors such as capacity, ammo cost (decided on it’s ammo class) and reload speed but is also influence by things like rate of fire and shot power. these factors dictate how active a weapon can be, how much downtime it experiences, and how readily it can use it’s subweapon. weapons with high capacity and fast reloading (common with ball blasters as they often use hoppers) can sustain action for long periods of time with few downtimes. weapons with a higher ammo demand (darts and arrows) will have to be more choosy with their actions given the situation, as recklessly firing will leave them dry on ammo sooner.

Effective range
This covers not only how far a weapon’s shots travel, but how quickly and precisely they do. ball rounds travel fast and often have tight groupings but lose velocity and fall faster than other rounds, disks can travel further than most ammo types but are slow and easy to dodge at long distances. darts have great reach and travel time, however some dart blasters can have a lot of shot deviation, meaning that once they are so far from a target, their chances of hitting them diminish.

These five main factors are what primarily how a weapon is best used and where, there are even more factors such as the signature characteristics of the ammo type but those details can be touched on at another time.

Another area where this mod draws from splatoon is in kit design. classes in splatoon are primary weapons with pre designated loadouts composed of isolated tools that all work in tandem with each other. a splat bomb was a splat bomb and a suction bomb was a suction bomb. however, the pairing of one subweapon or another radically changed the nature of that weapon. consider the tentatek and kensa variants of the splattershot in splatoon2. the tentatek’s splat bomb makes the weapon far more adept at combat with the ability to throw a fast acting grenade to eliminate or pressure threats into the weapon’s effective range. the suction bomb on the kensa splatter shot gives it more zoning power by being able to throw a sticky bomb with a large time delay and blast radius, however this also makes the weapon more passive as the ink demand for the suction bomb means you cannot shoot as liberally, and suction bombs themselves aren’t quite as good in direct combat due to their delay.

I’ve always loved this design choice for it’s practicality, consistency, and it’s ability to create a variety of play options without the need to create a lot of new content, which is all good for a one man project meant to be a used as a vehicle for more gamemodes.