Weapons
From Stargate Worlds Wiki (SGW)
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Stargate Worlds is in the Production Phase. Therefore, any information on this wiki (including the information in the developer quotes) cannot be taken as concrete facts, and may still change. |
As with any MMO weapons are an important piece of gear. With modern ranged combat utilizing a variety of earth and alien weaponry, Stargate Worlds will be no different.
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[edit] Weapon Skills
Each weapon group will have it's own dedicated skill tree.[1] Skills on the tree will likely boost the players weapons handling skills (accuracy, rate of fire etc.) and open up different attacks that can be performed with that weapon.
It has been implied that all characters will be able to learn to use all weaponry including Zat's, Staff weapons and other offensive devices. However players will be able to choose to become proficient in many weapons or master one. In addition only players native to a certain weapon class will be able to be true masters.[1] It is likely that special attacks will become available to masters of each weapon.
Weapons can not 'fumble' (fail critically).[2]
[edit] Weapon Variety
There will be a number of weapons to choose from in the game. These will include submachine guns, assault rifles, shotguns, machine guns, pistols, and hand grenades as well as a variety of alien weaponry including Staff Weapons and Zats.[3][4] Most of the weapons frequently seen on the show will appear, but there will not be a vast array of weapons covering the world's military hardware. Different weapons can be expected to do different things. For example a P-90 pumps one's enemy full of bullets, a staff leaves a smoking hole and a Zat stuns. There will also be a variety of alien weapons that can do all sorts of weird and wonderful things. Each weapon will have a distinct tactical utility and choosing one's weapon for a particular fight will be an important consideration.[5] You wouldn't try to snipe someone with a shotgun or the other way around.[6] The weapons also have different stats on them, so there will be multiple different P90's for example, with differing stats.[7] At least for now, there is not going to be any sort of siege weapons in the game.[8]
Here is a preliminary list of weapons that are as good as confirmed:
- Jaffa Staff Weapon
- Goa'uld Hand/Ribbon Device
- Zat'nik'tel
- P-90
- Sniper Rifle
- Other Submachine Guns
[edit] Melee Weapons
Given that combat is focused on ranged weapons, engaging in Melee combat will generally not work too well. Still, players will be able to hit each other with various weapons[9] whether it is a combat or a dueling situation. In particular the Jaffa will be particularly adept at using their staff weapon in melee combat.[10]
[edit] Zat'nik'tel
As a key part of Stargate canon the 'Zat' will definitely appear in the game. However the 2 shot kill dynamics of the gun present a problem for an MMO. It is likely that the 2nd and 3rd shot features may be disabled, or modified to make them more friendly for an MMO game. Being able to stun your enemy will be an important combat tactic, but stun is only a limited effect and you will still have to deal with the enemy that has been stunned. It is also likely that technology that can render Zat blasts less effective or completely ineffective will be available. The dynamics of the Zat gun in the game are still being worked on by the development team. [11]
[edit] Sniper Rifle
There may be a single sniper rifle in the game, or more likely a variety. A sniper rifle will give you different abilities that you can use with that weapon. These will have the characteristics of longer warm-up timers, harder hits, longer range and the ability to attack particular body parts (like a leg). There will be no "twitch" sniping in the game.[12]
[edit] Submachine Gun (Non-P90)
Based on a recently released screenshot from massively.com, it is suspected that there will be several submachine gun other than the P90 available in the game. They do not appear entirely of human design, so this suggests that other races will be using projectile weapons in the game. [13]
[edit] Ammunition
There will be ammo and reloading weapons, but players won't need to micromanage ammunition - such as buying ammo.[14] Players won't have unlimited ammo though.[15] While P90 and that sort of conventional weapons will use different types of rounds as their ammo, energy weapons will use some forms of energy storage for their 'ammo'.[16]
[edit] Weapon Modding
Most weapons, including the Zat[17], will be able to be modded. Any player will be able to mod their own weapon with parts, attachments, subsystems, tunings etc.[18] This will help decide how your weapon matches your play style. You can also tweak your gun for a particular combat situation raising the possibility of attachments that can be changed repeatedly.[19] Players will be able to craft, buy or loot upgrades, or loot a weapon that has upgrades already built in. There will be a variety of upgrades and modifications that will most likely enable a single weapon (such as a P-90) to be retained throughout the game and still remain effective. Players will also be able to customize their own weapon to suit their individual play style.[20] Modifications both native and alien to the race the weapon is from will be able to be made, for example an Goa'uld scope may be able to be added to a P-90.[21] A speculative list of attributes that can be modified by weapons upgrades includes:
- Accuracy
- Activation time
- Cool-down time
- Reload time
- Equip weapon time
- Ammo capacity
- Different types of sights with different effects
- Range
- Flash suppression/silencers (affects mob aggro)
- Durability (if we use something like this)
- Rate of Fire
- Breakdown chance (if we should use this)[22]
[edit] Damage Types
There will be three general categories of damage. Energy (which has at least two subcategories: Fire & Ice) will be one of them.[23]
[edit] References
- ↑ 1.0 1.1 Developer Q&A #3 - 1 October 2007
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 28 Feb 2008
- ↑ A podcast interview with Joseph Ybarra and Kevin Balentine from Virginworlds.com – 22 March 2007
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ A post By David "Zeb" Cook - Lead Systems Designer, Also Known As, zebcook On The Stargate Worlds Forums. - 19 July 2006
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 18 Feb 2008
- ↑ Dev Q&A Podcast - Episode 6 - 7 Feb 2008
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 7 Mar 2008
- ↑ A post by David "Zeb" Cook, Also Known As, zebcook on the Stargate Worlds community forums. - 28 October 2006
- ↑ A Ten Ton Hammer Article - 31 January 2007
- ↑ A post by Jim Brown — Director of New Product Development, Also Known As, Jim Brown on the Stargate Worlds forums. - 21 March 2006
- ↑ Developer Q&A #7 - 28 March 2008
- ↑ Screenshot from massively.com depicts the submachine guns.
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 20 Feb 2008
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 20 Feb 2008
- ↑ From the Ask Our Creative Director Ledaye forum thread with Chris Klug. - 21 Feb 2008
- ↑ An Escapist Magazine interview with Joseph Ybarra - 5 March 2007
- ↑ Dev Q&A Podcast- Episode 5 – 12 December 2007
- ↑ Developer Q&A Podcast Episode 2 - 22 August 2007
- ↑ From a Ten Ton Hammer Interview with Joseph Ybarra. - 10 May 2006
- ↑ A podcast interview with Joseph Ybarra and Kevin Balentine from Virginworlds.com – 22 March 2007
- ↑ A post By David "Zeb" Cook - Lead Systems Designer, Also Known As, zebcook On The Stargate Worlds Forums. - 6 July 2006
- ↑ Developer Q&A #7 - 28 March 2008
