instant KO rounds are already done, they are the paralysis rounds (KO for 3s, .308 ammo), but i'm experiencing some balance issue with them... imagine a 5.56 rifle firing these in full auto, you can shoot and the ennemy never shoots back frenzy on the other hand would be more balanced imo... it should be do-able, i've seen something like this in Fallout 3 (psycho as a base could do the job RP wise)
i was also thinking of a tri-grenade (a 40mm grenade round, but containing 3 25mm grenades, increased spread and slightly decreased damage/round compared to 25mm), also maybe a poison grenade too, would need some tweaking to make a geenish explosion though
edit : version 1.4 out, psycho rounds added i'm currently thinking about a new recipe for the tri grenade
another edit :p
i've forgotten to add paralyzer rounds to building recipe... they were ingame, but not buildable. After more extensive testing, it appears PAR rounds no longer knocks targets down okay, bug fixed, par rounds fully operationnal (slightly increased paralysis duration from 3s to 5s)
I thought these rounds as sniper rifle rounds, but adding them to 22lr would be a good idea... I use them in a silenced varmint rifle the heavier calibers might not be as useful (especially the .50...) i'll add 22lr (maybe remove 50MG), and add a little poison damage over time (as the dart gun originally did)
i figured out it could criple robots too... that's not logic, so i'll get to fix it with next release
when i have time, i'll also try to add some custom textures for the ammo boxes (maybe a custom "crippler" brand would be fun )
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frenzy on the other hand would be more balanced imo...
it should be do-able, i've seen something like this in Fallout 3 (psycho as a base could do the job RP wise)
i was also thinking of a tri-grenade (a 40mm grenade round, but containing 3 25mm grenades, increased spread and slightly decreased damage/round compared to 25mm), also maybe a poison grenade too, would need some tweaking to make a geenish explosion though
edit :
version 1.4 out, psycho rounds added
i'm currently thinking about a new recipe for the tri grenade
another edit :p
i've forgotten to add paralyzer rounds to building recipe... they were ingame, but not buildable.
After more extensive testing, it appears PAR rounds no longer knocks targets down
okay, bug fixed, par rounds fully operationnal (slightly increased paralysis duration from 3s to 5s)
A couple of ammo suggestions:
Instant KO, knocks the victim unconscious for several seconds.
Frenzy, enrages the victim and makes them attack everyone around them.
the heavier calibers might not be as useful (especially the .50...)
i'll add 22lr (maybe remove 50MG), and add a little poison damage over time (as the dart gun originally did)
i figured out it could criple robots too... that's not logic, so i'll get to fix it with next release
when i have time, i'll also try to add some custom textures for the ammo boxes (maybe a custom "crippler" brand would be fun )
could make another package for such 'sleep rounds'
it would be logical for bark radscorpions to produce this effect with their poison (maybe like a lesser effective version of the normal radscorpion?)
edit : paralysing rounds done
here
if you have any ideas for the balance (or new ammo maybe )
please let me know