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Weapon Upgrade System?


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I don't really have much design space to work with. But here is an idea: weapon upgrades

The idea is that between each set of missions (ie, after Kejim Base, Artus Topside/Yavin Trial, Nar Shaddaa Starpad, Bespin Platform, Cairn Dock, Doomgiver Shield Array) you are given a set number of credits to purchase some upgrades for your equipment:

 

Bryar Pistol

  • 250 credits: More Primary Fire Damage
  • 250 credits: Less charge-up ammo usage
  • 500 credits: Can be used while gripping enemies, faster switch-to rate

Blaster Rifle

  • 500 credits: More damage
  • 250 credits: Perfect Primary Fire Aim
  • 600 credits: Perfect Secondary Fire Aim
  • 750 credits: Less secondary fire ammo usage

T-21 Blaster Rifle

  • 500 credits: More damage
  • 750 credits: Faster alternate fire rate

Disruptor

  • 250 credits: More primary fire damage
  • 500 credits: Highlighting scope (highlights enemies)
  • 750 credits (or Highlighting scope +250): Thermal Imaging Scope (enemies become white-hot, allies become green, pickups become blue, background becomes dark)
  • 500 credits: Penetrating shots
  • 1000 credits: Less charge-up ammo usage

Bowcaster

  • 250 credits: Less charge-up ammo usage
  • 100 credits: More bounces
  • 750 credits: Splitting shot: when bowcaster alt bounces, it splits into smaller shots that do less damage
  • 1000 credits: Smart quarrels (don't get hurt by your own bullets)
  • 1000 credits: Super alt fire (alt fire can be charge up like primary fire can)

Repeater

  • 500 credits: Ion propulsion (alt fire goes farther)
  • 100 credits: Bouncing primary fire
  • 250 credits: More primary fire damage
  • 500 credits: More secondary fire splash radius
  • 1000 credits: Smart shots (secondary fire doesn't hurt you)

DEMP2

  • 500 credits: More damage vs organic targets
  • 1000 credits: Less alternate fire ammo usage, faster charge

Flechette

  • 500 credits: Smart shots
  • 750 credits: Double alt fire pellets
  • 1500 credits: Double primary fire pellets
  • 1000 credits: Half ammo usage

Stouker Concussion Rifle

  • 500 credits: Half ammo usage
  • 500 credits: Make alt laser bigger, no knockback
  • 250 credits: No recoil
  • 500 credits: Primary fire can't be knocked back by enemy Jedi

Rocket Launcher

  • 500 credits: Faster lock-on
  • 1000 credits: More damage, wider area of effect
  • 1000 credits: Can't be harmed by your own shots

Thermal Detonator

  • 250 credits: +5 max ammo, can be taken up to 5 times
  • 500 credits: Can't be hurt by your own shots

Trip Mines

  • 250 credits: +5 max ammo, can be taken up to 5 times
  • 500 credits: Can use Force Grip on your own mines, can't be hurt by your own mines.
  • 250 credits: Can throw farther

Detpack

  • 250 credits: +5 max ammo, can be taken up to 5 times
  • 250 credits: Can throw farther
Lancelot, Spirit, Jolly and 1 other like this
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I don't know what KotOR's system is like. Can you enlighten me?

 

Basically, in KOtoR 1 and 2 you could upgrade the weapons by adding certain tech parts. For example, blaster rifles could be improved adding a firing chamber, optics and power cell, and the lightsaber could be improved with different crystals and power cells.

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I think it would be simpler to just let the player find the upgrade parts during gameplay (also scavenge them off of enemy dropped weapons) and then give them the KOTOR workbench to reconfigure their weapon.

 

Similar to how Lara Croft can upgrade her weapons in the latest revamped Tombraider

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I think it would be simpler to just let the player find the upgrade parts during gameplay (also scavenge them off of enemy dropped weapons) and then give them the KOTOR workbench to reconfigure their weapon.

 

Similar to how Lara Croft can upgrade her weapons in the latest revamped Tombraider

I think this is a cool idea also. Maybe allowing the player to equip these upgrade parts in the datapad also.

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