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Jamming Mechanics A Proposition (Not The Dirty Kind)


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#1 Vtack

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Posted 26 December 2012 - 11:33 AM

Problem: Hey guys been rolling a dual UAC5 CTF-4X. It's 70 tons of fun, but I have a suggestion for the jamming mechanic on the UAC5. Have some of the randomness of jamming taken out of the equation and use a skill based system. There's certain matches where I am unstoppable I deal damage with no jams for a good 20 seconds and that's more than enough to take most mechs apart. Other rounds I can't get the damn things to stop jamming long enough to get 2 shots down range. I've actually had both UAC5s jam on my opening shot a couple times.

Suggestion the first: use a visual indicator that essential tracks jamming potential. My thought would be a bar in the actual weapons section of the HUD. the UAC 5 indicator would fill with a different color. Heck you already have numbers 1-6 listed there each could represent a higher potential for jamming. 1 being super unlikely and 6 indicating that your going to jam if you shoot one more round. The more you fire the more likely you are to jam. You can reduce that jamming potential by not firing (cool down timer). You can use that visual indicator to judge whether or not it's worth it send another volley down range. Still uses a random roll to determine whether or not you jam but it adds some skill to the mix.

Suggestion 2: have mechanic to clear the jam. Don't just make me sit there passive and brooding about the nature of this dark universe and our exact place in it. Have a mechanic maybe a bit like tiger woods golf. you could use the same visual indicator that was just measuring jamming potential but this time a slider travels across the bar. A randomly placed sweet spot is indicated at one of the number 1-6. If you hit the clear jam button (I suggest "j") while the slider is over the appropriate number you clear the jam and can start firing again. For multiple UAC5 have them attempt to clear in sequence. If you fail to clear the jam properly, perhaps a time penalty for the jam to clear. If you choose not to take the risk and don't hit "j" at any point during the cycle the weapon will clear itself at the normal rate.

Tada! We've now made UAC5's more fun to use and play around with. All the those people who should be in Gamblers Anonymous now have an outlet for their compulsion and the weapon isn't over powered one minute and extremely underpowered (well useless actually) the next.

Heck you could add this mechanism to every ammunition based weapon it would just be a matter of drastically changing the cool down timers for say Gauss rifles or machine guns.

Edited by Vtack, 26 December 2012 - 11:34 AM.






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