Weapons Groups

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Weapons Groups

Post  Invader on Fri Sep 10, 2010 6:39 pm

Now, I had an idea earlier about the way weapons would be managed. I got to thinking about having specific groups for each sort of weapon. I made a huge, extremely detailed one earlier, but my ISP took a s*** and it all disappeared, so I'll just give some examples of these groups:

-Sub Machine Guns

Smaller, full-auto guns.

1- M1928 Thompson: High rate of fire, moderate recoil. Can have very large clips, depending on what ammo you find.

2- M4 Carbine: Moderate rate of fire. Lightweight, and moderate recoil. 30-round clip.

3- G3: Low rate of fire, rather high damage. Can make zombies stumble back with enough body shots. 20-round clip.

4- Uzi: A very high rate of fire SMG that has moderate damage. Acceptable recoil and a 32-round clip.

________________________________________________________________________________

-Arrow

Weapons that fire arrows!

1- Bow and Arrow: Not quite practical in a Zombie Apocolypse, but good as a last resort. You charge shots to determine damage. (Charging is you pulling the string back)

2- Heavy Crossbow: A rather heavy crossbow that packs a huge punch. It can puncture a zombie's head and go into another zombie, and another, and another... until it gets lodged into one's skull. It can push a zombie back with a body shot. Takes a long time to reload, and a long time between shots.

3- Normal Crossbow: A moderately heavy crossbow that packs a moderate punch. It has a chance of penetrating a zombie's skull. Body shots can stun zombies. It has a moderate reload time, and a moderate wait between shots.

4- Light Crossbow: A light crossbow that can be held like a pistol. Packs a light punch, but is still a kill upon headshot. Very short wait between shots as compared to other crossbows due to the lever action mechanism. Perfect for you if you are good at headshots.

5- Spear Gun: Not necessarily an "arrow" gun, but whatever. Can be used to hit zombies in the water. Extremely powerful. Stuns zombies upon body shot. Can pierce zombies' heads. Relatively heavy. Moderate time for reload or time between shots. Very rare.

________________________________________________________________________________

-Assault Rifle

Heavier full-auto guns that are used for the tougher missions.

1- M16A2: A three-round-burst assault rifle used by the US Army today. Reasonable recoil and a 30-round clip. Packs a pretty good punch.

2. AK-47: A full-auto assault rifle that is used by insurgents and gun lovers alike today. Incredibly reliable, and packs a good punch. Pretty bad recoil. 30-round clip.

3. M416: A full-auto assault rifle firing at 700 rounds per minute. 30-round clip. Moderate accuracy, but very lightweight. Moderate damage.

4. STG.77 AUG: A full-auto assault rifle. Low accuracy, but very easy to handle and very lightweight. Moderate recoil. 30-round clip. Moderate damage.

________________________________________________________________________________

-Sidearm

Pistols ect.!

1- M1911: A .45 Caliber pistol. 7-round clip, acceptable recoil. Packs a good punch.

2- M9: A 9mm pistol with a 15-round clip. Moderate damage, moderate recoil.

3- Colt .45 Revolver: A .45 Caliber pistol. Holds 6 rounds. Moderate recoil, moderate rate of fire. Packs a powerul punch.

4- Desert Eagle: A .50 Caliber Magnum pistol that packs a huge punch. Shoves zombies back with a body shot. Acceptable recoil. 7-round clip. Heavy damage.

5- Glock 18: A full-auto pistol. Moderate damage. High rate of fire. Fairly bad recoil. Can use up to a 33 round clip.
________________________________________________________________________________

-Shotgun

Guns that spread a spray of bullets, backed by an enormous charge of gunpowder.

1- SPAS-12: A pump-action, 12-Gauge shotgun. Holds 8 rounds in the loading tube, and one in the chamber for a total of 9 shots. High damage.

2- AA-12: A full-auto, assault rifle-esque shotgun. Clip size unknown. High damage. Relatively bad recoil.

3- Semi-Auto Shotgun: A semi-automatic shotgun. Holds 6 rounds at a time. Bad recoil. High damage.

4- Double-Barrel Shotgun: A double-barreled shotgun. Holds 2 rounds at a time. High damage. Moderate recoil. Can be customized into a sawn-off.
________________________________________________________________________________

-Light Machine Gun

Extremely-heavy weapons. Very practical for gunning from a window. Difficult to use when in the field.

1- M60: Very heavy. High caliber. Moderate accuracy and recoil. Holds 100 rounds. Moderate rate of fire. Very loud.

2- M249 SAW: Pretty heavy. Used by the US Army today. Holds 200 rounds. Relatively low damage, moderate recoil. High rate of fire. Moderately loud.

3- MG3: Fires at 1,000 rounds per minute. Low damage, high recoil. Relatively heavy. Very loud.

4- MG36: A lightweight LMG that holds about 30 rounds, but can be fitted with a 100-round dual-drum magazine. Moderate damage. Moderate recoil. Comes standard with a built-in red dot sight. 750 rounds per minute.

________________________________________________________________________________

-Rifle

Single-shot rifles.

1- Winchester Model 1894: The most popular lever-action hunting rifle. Holds ten rounds, low recoil, and pretty accurate.

2- M1 Garand: The staple weapon the the United States Army in World War II. It uses a magazine of 8 rounds, is quite accurate, and is pretty damaging. Semi-auto.

3- M14: A semi-automatic, very-recent rifle. Highly accurate, and highly powerful. Has an 8-round clip.

________________________________________________________________________________

-Sniper Rifle

Extremely accurate rifles used at long range.

1- M95: A .50 Caliber BMG, bolt-action rifle. Moderate recoil. Extreme damage; could knock a zombie on his ass with a body shot. 5-round clip. Moderate reload times.

2- M24: An extremely-accurate sniper rifle that is used in the Army today. Moderate reload times, moderate recoil. Bolt-action. 5-round clip. High damage.

3- Type 88: A semi-automatic sniper rifle. Moderate reload times, fairly bad recoil. 10-round clip. Moderate damage.

4- Sniaperskaya Special: A noiseless, full-auto, and Russian (that's always a good sign) sniper rifle. 20-round clip. High rate of fire. Bad recoil. Still very accurate.

________________________________________________________________________________

-Melee:

Things you hit zombies with! Very Happy

1- Golf Club (9-Iron)

2- Machete

3- Sword

4- Axe

5- Bat

6- Lead Pipe

7- Chainsaw

8- Kitchen Knife

9- Butcher knife

10- Crowbar

11- Wrench

12- Swiss Army Knife (requires two head-stabs for a kill due to it's size)

13- Brass Knuckles (Can be modified with spears on it's tips to be lethal. Basic brass knuckles can stun a zombie)

14- Saw (Not electric)

________________________________________________________________________________

-Explosive

Things that go "boom" and look really bad-ass.

1- RPG-7: A cheap rocket launcher. Still very useful. Holds only one rocket at a time (of course), but can be reloaded- unlike the AT4. Fairly accurate- about as accurate as a non-guided rocket gets. Moderately heavy.

2- M136 AT4: A one-use-and-dispose rocket launcher used by the US Army today. Only fires one time, and then you drop it and use something else. Very heavy.

3- Frag Grenade: A hand grenade. Pull the pin, throw, kaboom.

4- C4 Charge: A charge of C4. Extremely powerful. You could put some on a corpse, and wait for the zombies to move on to eat it. When they're around it, detonate it. It could also be used to clear debris. Uses a detonator.

________________________________________________________________________________

-Incendiary

Things that light zombies on fire.

1- Molotov Cocktail: A glass beer bottle full of gasoline, a rag in the top, and a match or lighter. Light the rag on fire, and throw it for an explosive, flaming inferno of joy.

2- Flamethrower: Though they were decomissioned after WWII doesn't mean they wouldn't be brought back in the Zombie Apocolypse. Some soldiers would have them. They light zombies on fire. Moderate range. Once you run out of fuel, you cannot use it again.

3- Incendiary Ammunition: Can be loaded onto numerous weapons.

4- Hairspray: A can of hairspray. A lighter or match. Fire. (It could be a different canned spray. Don't know for sure.)

5- Match: A lit match. Can be thrown onto flammable materials to light a fire. Could also be thrown onto a zombie for a chance to catch them on fire.

________________________________________________________________________________

-Other

1- Throwing Knife: A knife that can be thrown. With skill, could be a very valuable weapon. Knifes can be picked up after thrown.

2- Spud Gun: A toy gun that shoots potatoes! Got a potentially infected potato? Scared to eat it? Fear not! It is now a weapon. Shoots potatoes with enough force to stun zombies. Headshots are a minor inconvenience to zombies with this gun.

3- Concussion Grenade: A special hand grenade used by the Special Ops. You'll see them, trust me. Can be thrown into a crowd of zombies to momentarily short their minds out, giving you time to run. Keep your distance, though, lest you be knocked out by this thing yourself!

4- Rock: A rock. Pick it up and throw it. A head-throw will momentarily stun a zombie.


Each group would have 3-4 guns in it, but more could be added. Suggestions? Later I think I'll slowly update this with the details.


Last edited by Invader on Sun Sep 12, 2010 5:03 pm; edited 21 times in total
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Re: Weapons Groups

Post  Grathius on Fri Sep 10, 2010 7:03 pm

There needs to be a golf club, machete, samurai sword, axe, bat, and... brass knuckles?

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Re: Weapons Groups

Post  Invader on Fri Sep 10, 2010 7:25 pm

Grathius wrote:There needs to be a golf club, machete, samurai sword, axe, bat, and... brass knuckles?



Definitely. I'll add that. Brass knuckles against a classic zombie, though... maybe with spears on the tips? Razz

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Re: Weapons Groups

Post  Grathius on Fri Sep 10, 2010 7:52 pm

OH!

We should be able to make weapons too.

Long line of pipe, duck tape, and butcher's knife? Twisted Evil

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Re: Weapons Groups

Post  Invader on Fri Sep 10, 2010 8:00 pm

Grathius wrote:OH!

We should be able to make weapons too.

Long line of pipe, duck tape, and butcher's knife? Twisted Evil

Definitely. I was just about to make a thread about customization.


(Also, the YouTube video in your sig is still pretty big. A link to it would be fine! Wink)

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Re: Weapons Groups

Post  Grathius on Fri Sep 10, 2010 8:04 pm

Fixed my siggy.

Anyways, yes... this will be perfect!

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Re: Weapons Groups

Post  Sinclair Saucer on Sat Sep 11, 2010 12:01 am

If this is set in a suburban realm; we need weapons that fit to that where things like swords are rare and hidden. Things like axes, machetes, hammers will be very common.
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Re: Weapons Groups

Post  Grathius on Sat Sep 11, 2010 12:02 am

Sinclair Saucer wrote:If this is set in a suburban realm; we need weapons that fit to that where things like swords are rare and hidden. Things like axes, machetes, hammers will be very common.

I do indeed agree, good sir.

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Re: Weapons Groups

Post  Simas on Sat Sep 11, 2010 6:15 am

There should be single-use weapon, weapons that you can only use only, then you have to found another. EX: In the fishing area of the city, there could be some Arpoon Launcher hidden in fish storages that could penetrate various zombies. http://tiny.cc/vd5lz
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Re: Weapons Groups

Post  Admin on Sat Sep 11, 2010 11:36 am

Simas wrote:There should be single-use weapon, weapons that you can only use only, then you have to found another. EX: In the fishing area of the city, there could be some Arpoon Launcher hidden in fish storages that could penetrate various zombies. http://tiny.cc/vd5lz

That's a good idea. And we should definitely limit how many times you can use a melee weapon, before it breaks or becomes lodged in a skull.

But, you have to remember for the weapons, most of the scavenging will be done in the city where it'll be hard to find an assault rifle - or really any kind of automatic weapon.
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Re: Weapons Groups

Post  Grathius on Sat Sep 11, 2010 1:53 pm

Admin wrote:
Simas wrote:There should be single-use weapon, weapons that you can only use only, then you have to found another. EX: In the fishing area of the city, there could be some Arpoon Launcher hidden in fish storages that could penetrate various zombies. http://tiny.cc/vd5lz

That's a good idea. And we should definitely limit how many times you can use a melee weapon, before it breaks or becomes lodged in a skull.

But, you have to remember for the weapons, most of the scavenging will be done in the city where it'll be hard to find an assault rifle - or really any kind of automatic weapon.

This is where military checkpoints come in, I do believe.

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Re: Weapons Groups

Post  Admin on Sat Sep 11, 2010 2:12 pm

Grathius wrote:
Admin wrote:
Simas wrote:There should be single-use weapon, weapons that you can only use only, then you have to found another. EX: In the fishing area of the city, there could be some Arpoon Launcher hidden in fish storages that could penetrate various zombies. http://tiny.cc/vd5lz

That's a good idea. And we should definitely limit how many times you can use a melee weapon, before it breaks or becomes lodged in a skull.

But, you have to remember for the weapons, most of the scavenging will be done in the city where it'll be hard to find an assault rifle - or really any kind of automatic weapon.

This is where military checkpoints come in, I do believe.
That's what I figured. You could find a M4 with half a clip on a dead soldier and a galore of weapons at the military base.
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Re: Weapons Groups

Post  Grathius on Sat Sep 11, 2010 2:13 pm

Yeah, that makes sense.

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Re: Weapons Groups

Post  Admin on Sat Sep 11, 2010 2:22 pm

Grathius wrote:Yeah, that makes sense.
Although, the heavy firepower we'd have to make it hell for the player to get to it.
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Re: Weapons Groups

Post  Grathius on Sat Sep 11, 2010 2:23 pm

Admin wrote:
Grathius wrote:Yeah, that makes sense.
Although, the heavy firepower we'd have to make it hell for the player to get to it.

OH! There could be a part where there is a usable tank. It breaks down, after so long, though.

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Re: Weapons Groups

Post  Admin on Sat Sep 11, 2010 2:27 pm

Grathius wrote:
Admin wrote:
Grathius wrote:Yeah, that makes sense.
Although, the heavy firepower we'd have to make it hell for the player to get to it.

OH! There could be a part where there is a usable tank. It breaks down, after so long, though.
That would be cool. You could just run out of gas for it and because of all the noise, if you don't get out you'll get trapped inside when you get surrounded. Then you'll starve to death
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Re: Weapons Groups

Post  Grathius on Sat Sep 11, 2010 2:28 pm

Admin wrote:
Grathius wrote:
Admin wrote:
Grathius wrote:Yeah, that makes sense.
Although, the heavy firepower we'd have to make it hell for the player to get to it.

OH! There could be a part where there is a usable tank. It breaks down, after so long, though.
That would be cool. You could just run out of gas for it and because of all the noise, if you don't get out you'll get trapped inside when you get surrounded. Then you'll starve to death

YESSSSSSSSS. Twisted Evil

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Re: Weapons Groups

Post  Admin on Sat Sep 11, 2010 2:30 pm

Grathius wrote:
Admin wrote:
Grathius wrote:
Admin wrote:
Grathius wrote:Yeah, that makes sense.
Although, the heavy firepower we'd have to make it hell for the player to get to it.

OH! There could be a part where there is a usable tank. It breaks down, after so long, though.
That would be cool. You could just run out of gas for it and because of all the noise, if you don't get out you'll get trapped inside when you get surrounded. Then you'll starve to death

YESSSSSSSSS. Twisted Evil
It's evilly perfect.
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Re: Weapons Groups

Post  Grathius on Sat Sep 11, 2010 2:31 pm

Indeed.

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Re: Weapons Groups

Post  Mr.Jones on Sat Sep 11, 2010 2:37 pm

Weapons should become dameged over time
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Re: Weapons Groups

Post  Simas on Sat Sep 11, 2010 2:38 pm

Mr.Jones wrote:Weapons should become dameged over time

YES! Like Fallout!
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Re: Weapons Groups

Post  Invader on Sat Sep 11, 2010 10:10 pm

List updated. Wink

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Re: Weapons Groups

Post  Mr.Jones on Sun Sep 12, 2010 3:17 am

The "EPIC GUN" it shoots pure epicness
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Re: Weapons Groups

Post  Invader on Sun Sep 12, 2010 2:10 pm

List updated once more.

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Re: Weapons Groups

Post  Grathius on Sun Sep 12, 2010 2:20 pm

Molotov Cocktails...

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