User:MattyDienhoff/modding ideas: Difference between revisions

no edit summary
No edit summary
 
Line 2: Line 2:


==Weapons==
==Weapons==
====Replacement Glock 17 model====
The original is kind of crap, frankly. The front sights are duplicates of the rear sights, which would essentially render the sights useless in real life. I wonder how any modeller could have made such a silly mistake, since it's so easy to get something like this right.


====M249 LMG====
'''What GTA IV's weapon arsenal needs'''
Of all the different weapons that could concievably be added to the game, I feel this would make the best addition. It bridges the firepower gap between the M4 and the RPG nicely, filling the (currently empty) light machine gun niche. It's powerful enough, but not so powerful to have tremendous recoil and therefore require a prone stance (no such animations exist and would be too difficult to add), it's small enough to work with the current assault rifle animations, and it's not at all unrealistic to expect Niko could acquire a weapon like this on the black market for a price. At least, it's no more of a stretch than the RPG.
* More realistic weapon stats. I'm addressing this with [http://www.gtagarage.com/mods/show.php?id=5914 my weapon mod].
* Replacement models for most of the weapons. Particularly:
** The Glock, to fix the horrific sights, mainly. The front sights are a mirror image of the rears.
** The Micro Uzi, to add a stock or at least a mount for one so it doesn't look like an Uzi pistol.
** The AK-47 could do to be replaced by an AKM, I think it's more appropriate.
** The MP-10 should have a stock and some kind of sights, it'd make it look a lot more professional.
* An entirely new weapon or two. First up, an LMG of some kind, possibly an M249. Of all the different weapons that could concievably be added to the game, I feel this would make the best addition. It bridges the firepower gap between the M4 and the RPG nicely, filling the (currently empty) light machine gun niche. It's powerful enough, but not so powerful to have tremendous recoil and therefore require a prone stance (no such animations exist and would be too difficult to add), it's small enough to work with the current assault rifle animations, and it's not at all unrealistic to expect Niko could acquire a weapon like this on the black market for a price. At least, it's no more of a stretch than the RPG.
* New reload animations. This ties in to new models to some degree, because the weapons should have moving parts and detachable magazines. Pistol slides should lock back when empty, and magazines of all weapons (but especially the assault rifles) should visibly detach during reloads. The reload animations for the rifles particularly need tweaking. The standing one is a joke (racking an invisible charging handle, and that's all), but even the crouched one is bad. Niko should flip the rifle over to pull the charging handle, because now he 'pulls' a non-existent one on the left side of the weapon.
* Some new sounds. Most of the weapons sound nice as they are now, but some leave a lot of room for improvement. The Glock, MP-10, and maybe the AK-47 could do with new sounds. (The AK-47's sound is okay but it could be better)


<u>Prototype weapon stats:</u><br>
'''More ideas for new weapon additions'''
''Magazine capacity:'' 200 round box<br>
* A .45 pistol of some sort to act as a middle ground between 9mm and .40 pistols and the silly Desert Eagle. Possibly a USP.45 (like a [http://en.wikipedia.org/wiki/File:HKUspExpert.jpg USP Expert]? You don't see many of those in games) or some 1911 variant, like a [[Wikipedia:Kimber Custom|Kimber Custom]].
''Max ammo capacity:'' 1,000 (5 spare boxes, possibly increase this to 10 boxes or 2,000 rounds total)<br>
* A 7.62 NATO battle rifle (or carbine variant thereof) to act as a more powerful but harder to handle equivalent of the existing assault rifles. I'm thinking either an [http://www.imfdb.org/index.php/Image:G3KA4.jpg H&K G3KA4] (with the less common 30 round magazine?) or an [http://www.imfdb.org/index.php/Image:Fal_para-1-.jpg FN FAL Paratrooper].
''Effective range:'' Approx 20% longer than M4 (The real M4 has an effective range of about 500m, while the M249's is twice that)<br>
''Damage:'' Same as M4<br>
''Rate of fire:'' At least 20% higher than M4<br>
''Street price:'' $10,000 (?)<br>
 
====Weapon stat mod====
My main issue with the weapons is range. With all weapons, but especially the assault rifles, the effective range drops off too suddenly leaving you with targets you can still clearly see but not hit, alongside other targets that are only 5 meters closer that you ''can'' hit.
 
<u>List of changes</u><br>
''Pistol:'' Increase range slightly (5%)<br>
''Combat Pistol:'' Increase range significantly (15%)<br>
''Micro-SMG:'' Increase range slightly (10%)<br>
''SMG:'' Increase range slightly (10%)<br>
''Pump Shotgun:'' Reduce mag capacity to 4, increase damage considerably<br>
''Combat Shotgun:'' Reduce mag capacity to 8, increase damage a little<br>
''Assault Rifle (AK):'' Increase damage a little, increase rate of fire a little, decrease accuracy a little, increase range significantly (25%)<br>
''Carbine Rifle (M4):'' Decrease damage a little, increase rate of fire a little, increase accuracy a little, increase range significantly (25%)<br>
''Grenade:'' Increase radius slightly<br>
''Molotov:'' Increase radius significantly<br>
''Sniper Rifle:'' Increase capacity to 10 rounds (for consistency with appearance)<br>
 
:[http://www.gtagarage.com/mods/show.php?id=5914 Okay, that wasn't that hard]


==Script/gameplay modifications==
==Script/gameplay modifications==