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Expanded Weapon Loadout Variety


MetroFallout
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So this idea came to me one day when I was thinking about how cool it'd be to go with just melee weapons and hearing about how U12 would have a melee overhaul. This is what I came up with after a bit of solo brainstorming.

 

What if you could have temporary changes to your attributes if you had different loadouts? It stands to reason that a Tenno would be able to move faster if they didn't have as many weapons on their person when they are going through a mission. Since there are hints of there being a barehanded melee feature coming soon, why not expand on this and have different loadout types that have different characteristics?

 

Different loadout types (names based on weight classes in boxing): 

 

Middleweight (standard loadout with a primary, secondary and one melee weapon)

Welterweight (primary, secondary and barehanded melee)

Lightweight (primary and one melee weapon/barehanded melee)

Featherweight (1 or 2 secondaries and one melee weapon)

Bantamweight (secondary and barehanded melee only)

Flyweight (1 or 2 melee weapons and/or barehanded melee only)

 

 

Now that the variety has been set here's the main parts of the idea with the different loadout types.

 

For Middleweight, the attributes are generally the way it is now with no changes. This is the baseline and most versatile of the loadouts with no specialisation because it's got all three main classes of weapons.

 

Regarding the loadout types, the attributes to be changed because of the weight changes from carrying different amounts of weapons would be shields, speed (sprint and otherwise), stamina and energy.

 

For Welterweight, shields, speed, stamina and energy could be increased by 5% as the removal of melee weapons would result in the Tenno being slightly more mobile and reduce the energy load on the Orokin cell that powers the frames. Melee hits would be capped at whatever the amount the devs set for the barehanded melee (personally I hope that mods could be applied to make barehanded melee more attractive).

 

For Lightweight, shields, speed, stamina and energy could be increased further by 7.5% because of the reasons stated above. And for Bantamweight, shields, speed and energy could be increased by 10%.

 

What's really interesting now would be the Featherweight and Bantamweights' weapon mechanics. The ability to have a second secondary that doesn't share the same ammo pool would, in effect, turn one of the secondary weapons into a primary weapon and weapon switching would be done as per normal for Featherweight. However, if only 1 secondary is used, then the weapon switching would be just removed entirely and the secondary weapon would be drawn only and in order to melee, the normal melee button must be used. The alternative would be the weapon switching button would alternate between either using the secondary of your choice or just melee with holster time and a quick melee with the current melee button. Bantamweight's weapon options are basically the same as Featherweight with a single secondary.

 

For Flyweight, shields, speed, stamina and energy could be increased by 15% to compensate for reducing the Frame to a melee-only frame.Regarding the 2 melee weapon loadout, it means 2 longsword-type weapons or a thrown melee weapon+another melee weapon. If 2 longsword-type weapons are chosen, they could be wielded in a similar manner to the current dual melee weapons and cross-sheathed on the back. If a thrown melee weapon and another melee weapon is chosen,  the other melee weapon could still be used using the current quick melee buttononce the weapon is thrown. If barehanded melee is chosen for Flyweight, the power of barehanded melee could be increased as well.

 

The way the stats are boosted would be similar to how the dragon keys affect the Frame only in reverse.

 

This idea is far from complete and I'd like to hear from you guys if you think you'd like that in the game.

Edited by MetroFallout
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