Silenced Ranged Attack?

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Silenced Ranged Attack?

I was making the necessary stuff to include a pistol suppressor but then I started thinking. How is the attack itself gonna work?

The only way I can think of to make the attack less silent is to make it so you have the pistol in one hand and the suppressor in another. Add a condition to both the suppressor and pistol so when you are holding them in each hand, they allow you to fire the silenced version of the attack in a different move that requires those conditions to be meet in order to be available.

Otherwise, the suppressor would work for all ranged weapons, since the only way to reduce the chance of detection in an attack is in the move, not in the attack mode.

Is there another way?

Also, some pics:
IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/th_PistolSuppressor_zpsf5df0b60.png)

Pew pew pew!

How about making a recipe that combines pistol, silencer and a tool to make silenced pistol? New item, new attack move.

But then holding a silenced pistol in one hand will allow to perform silenced attacks with a weapon in the other hand - crowbar, shotgun, etc.


<--Mighty (mini)Mod of Doom-->
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You can block another hand with crippled status.

Edit
How would silenced weapons work anyway? (I haven't played with new stealth system yet)
To start with bows should be silent first of all.

You could maybe add a condition that changes the user's detection level applied via vAttackerConditions in the attackmodes. Don't know if that's going to work though.


<--Mighty (mini)Mod of Doom-->
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The recipe should only need a pistol and the suppressor, since attaching them is simple enough, but as I mentioned in the OP, a suppressed pistol as an item will also affect weapons equipped in the other hand.

The problem is attack modes have no way to affect detection chance. detection chance in attacks are only set in battle moves.

Using the vAttackerConditions will mean a constant low detection value while the weapon is equipped, which is not ideal either.

Sounds like the way I describe in the OP is the closest thing to implementing this. It's a bit awkward compared to how the rest of the weapons work, though. :P

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Using the vAttackerConditions will mean a constant low detection value while the weapon is equipped, which is not ideal either.

That is actually not true. The set condition will only take effect when the actual weapon attackmode is activated to... well, attack. In order for the condition not to linger for too long after that, you will need to set it's duration to some very low number.

I have already something like that in Mod of Doom, where if you attack with a long weapon (spear, pitchfork), you will be more vulnerable to attacks for one combat turn. The Duration of that condition is set to "0.011" (based it on Vulnerable condition from vanilla).


<--Mighty (mini)Mod of Doom-->
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Really? :O

Hmm... imma check and see if it can be used to make an attack less detectable.

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Using a condition with -0.25 m_fVisibility in the vAttackerConditions seems to work but it does something else too. It hides the player when visible. Even if the player is like 4 or 5 spaces away.

It happens often enough so I will try decreasing the m_fVisibility value a bit more and see what happens.

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Hey mayby i've got a better one...

theres something like that

<column name="nSeeUs">0</column>

wish make the shot only useable if you hidden, so you can make two attacks ,one hidden and one unhidden, without the downside for the hidden one.
Hope i have helped you with this.

Are you sure that's useable in conditions? I've only seen that in battle moves, which are different things.

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Oh sry get mixed up by all that things :/.