How about being able to add the rank points to weapons too? Better aim, damage and so on. The important thing is that the weapons change visualy too, maybe lasersight for the scoutrifle (better aim but more change to be spotted). An tripod for the heavy MG for better aim and so on.
These are there already to an extent with the skill upgrades. However it would be nice to see an extra visual addition to the weapons, but it may take up too much time for not enough gain.
Deployable MGs are already on the table I believe. There's already an accuracy and damage (rifleman) upgrade. Not too fussed about visual changes but I don't see how harmful it would be. ps. Scout rifle might be removed
Ressearch Tied upgrades to weapons: Biology->Biological Weaponry->Biological Projectile->Biological Rifle Gives the same thing as the bio MG on tanks except smaller and for infatry but does less damage; still alot more effective then your vanilla one... Could give more of a reason to ressearch projectiles At this point I dont think it would require any art... Just grab a pic of any rifle... stick into the menu call it a Bio Rifle... Give it some stats...
maybe yust have it applie to all the rifleman weapons if reseached so all his weapons have a bit bio damage maybe every hit dous 2 damage every 10 seconds for 60 seconds
2damage every 10 seconds for 60seconds is a bit low if poison isn't stackable (is it?) If isn't 1damage per second for 60 seconds would be better (perfect for a smg scout )
how about RESEARCHES to upgrade each weapon, or the Infantry themselves, for instance: better armour, improved bullets, better grenades, enhanced stamina drugs, etc.
Biology: Posion Bullets (Damage over time), Regen Vest Physics: Plasma Bullets? (damage improvement+slightly overheats veichles), Reflective Vest (a tiny amount of bullets bounces away, effective only for other infantry, a tank MG still turns you into cheese) Chemistry: Explosive/Depleted Uranium Bullets (Increased kickback+ small area damage, damages tanks armor), Absorbant Vest ( Explosions do less damage) Mech Engi: Adv. Rifles (Accuracy,Firepower, ammo capacity slightly better then the originals), Composite Vest (Increased speed, slight Damage reduction from all weapons)
and make it so instead of just upgrading your normal gun/vest you have to select it in the B menu and it costs money in addition to a ticket? but then waht to do about revive... ah you cant start with biorifle on spawn, you have to go to armory and buy it. this also increases usefullness of armories.
I like this idea; mabe if from armories you could buy 'prototype weapons' in the same way vehicles are bought. They could be powerful but huge, slow/innacurate, as well as expensive, and mabe only allow one of each type per team (they are prototype after all). I.e. some crazy nut has just had a new idea for an uber soul-devouring monkey-slaying microwave deathgun-of-death (and more death). But he's ony made ONE ('gosh!'). The military has not bothered to mass produce it. So on and so-forth. Actually you can probably scratch the monkey-slaying thing. Mabe more practical things like itching-powder-tipped dart-guns. Or something. But prototypes! That would be my main point and so on and so forth
Well mabe link the prototype weapons with a players rank somehow? Although I cant honestly say im the person to ask about this subject too much. Im just trying to plant seeds in peoples minds... Im not great on matters of game balancing lol
yeah i like the CS sorta idea, give it a proper mercenary kinda feel id really like the upgrades to have some sort of tangibility (is that a word?) to them because it does seem a little half arsed that you just get stuff with no reasoning whatsoever, like better accuracy without any weapon modding and better health without any bilogical nonsense or armour upgrade, esecially the one where you warp the physical workings of a tank just because your sat in the drivers seat. perhaps im seeing this from a little to much of a realistic point of view....
i woud prefer to not see any CS elements, players will buy the most expencie weapon, even if it stinks then comm loses money and players die cous there weapon is not suitable for a combat situation
The point was to add some spice to infantry combat in the late game, All weapons Idealy should be balanced, for example 1 plasma Mger does almost nothing to a tank, but when it is ambushed by sevral It will be overheated pretty fast; making the job for that grenadier easier 1 shooting is not nearly enough to overheat a tank, but when 3+ players combine their fire it starts to show
i shoud keep the ratio 3 to 4 infantry = 1 medium tank (as it is now) 3 to 4 GI's beat 1 medium tank is a bit realistic