PlaneShift

Gameplay => Wish list => Granted or negated Wishes => Topic started by: Vankseal Serozan on April 28, 2012, 01:26:58 pm

Title: Firearms in PS
Post by: Vankseal Serozan on April 28, 2012, 01:26:58 pm
Hello fellow players. I would like to share some research I did and see what other players and maybe a dev or two have to say about it. I know firearms in planeshift sounds like a stretch but please, read what I have written and give an honest constructive opinion if are compelled to reply.

  I know this has been mentioned before back in 2005 but I would like to do a more thorough job at explaining and giving some support for it. I would like to start with a brief look at history. PS’s weaponry that I was able to find dated to either in or close to the 1500th century. Large powder weapons were in use during the 1300th century however they required at least 2 men to use and needed a hefty rest because they weighed so much. In 1600th century the English began using a matchlock musket in their battles that were easier to use but still slow to reload.
 
  Assuming PS follows a similar time line having firearms seems to be a smaller stretch than I first thought. Now if we take into consideration the dwarves’ talents of weapon making and construction combined with their knowledge of extremely strong alloys the idea of them making basic firearms sounds very possible to me. However you still need a propellant to launch your projectile. I have never read anything about gun powder in yliakum however explosions are not unknown, for example the quests from Levrus and Ferryd. If not gun powder perhaps something else can be used in its place.

  As far as how they would work it would seem you would need a load command that takes 20-40 (based on irl) seconds to complete and an quick fire once you click on one of the stance icons or do a /attack command. The time of the reload, the range of the projectile, the damage of the projectile and the area of effect (assuming you use shot) could all be varied by the amount of propellant and the size of the projectile/s and the material they are made of.

  In all honesty I think if wanted we could justify having them in game and we could also justify not having them in game. I do not know what plans have been made so I am just presenting this and eagerly waiting for your replies, sorry I couldn’t make it any shorter. 
 
Title: Re: Firearms in PS
Post by: Knightspark9 on April 28, 2012, 02:01:28 pm
That sounds interesting, but I doubt the devs would want that.
Title: Re: Firearms in PS
Post by: LigH on April 28, 2012, 02:18:22 pm
We have magic and bows; but we do not even have a published alchemy, so the gun powder was probably not yet developed...
Title: Re: Firearms in PS
Post by: Knightspark9 on April 28, 2012, 03:30:37 pm
We have magic and bows; but we do not even have a published alchemy, so the gun powder was probably not yet developed...

We do technically have alchemists, but it hasn't been implemented yet. Maybe in the future.
Title: Re: Firearms in PS
Post by: Rigwyn on April 28, 2012, 06:06:04 pm
Something to consider.. If we had magic in RL as we do in PS, would weapons have evolved via the same path? Would we be using gun power as a propellant or would there be some magical element to firing and aiming of the device? Likewise, is it natural for weapons in PS to develop in that way.

I'm not knocking your idea, just tossing in a point of view.
Title: Re: Firearms in PS
Post by: Caraick on April 28, 2012, 07:01:43 pm
Meh.

I'd be extremely hesitant before we go bringing in gunpowder to the equation.  Rigwyn makes a very valid point in bringing up the presence of magic. However, I'd extend Rigwyn's point not to modify the evolution of weapons, but rather to eliminate them entirely.  If you examine the technology present in the winch, and other areas in-game, it would seem perfectly reasonable to assume that Yliakum has evolved just fine without gunpowder, and sees little need for requiring such a thing.  Magic makes gunpowder slightly superfluous, in a way. 
Title: Re: Firearms in PS
Post by: Knightspark9 on April 28, 2012, 07:11:15 pm
@Caraick: Think of it from the sense of how many great things can happen; an accident. Now, magic is fine for those who can use it, but there are some who mistrust it, and would go for archery. But bows and arrows can't go all that far, can they? Someone may try something, so we shouldn't rule out the possibility.

If we add this to the fact of many people wanting something easy, ie pulling a trigger to avoid all of the hassle, then yes, it'd make sense. In the case of the crossbow, this could also be considered, but what's key is the distance. Startling someone. There are numerable things that need to be considered in this situation.
Title: Re: Firearms in PS
Post by: tman on April 28, 2012, 07:13:58 pm
I agree that it could be plausible for firearm technology to be developed within the game's settings, but I can't imagine them fitting in with the rest of the world.  If I saw any of the characters in the game holding a musket I'd feel like that would be really weird.

I would personally rather see more work done on the ranged skill.  Perhaps some crossbows with the slow reload and quick fire mechanism you described.  You could even add explosives to crossbow bolts or poison bolt/arrow tips for added effects.  I feel like these changes would have similar effects to adding firearms but would mesh better with the game world.
Title: Re: Firearms in PS
Post by: Caraick on April 28, 2012, 07:23:42 pm
Tman makes a very valid suggestion. Much more in keeping with the current settings and mechanics of PS.
Title: Re: Firearms in PS
Post by: Phantomboy86 on April 28, 2012, 08:05:41 pm
I once had ideas for such things, something like a Yliakum version of a cannon.  Red Way is the obvious choice here for firearm technology, you would still need a cannon barrel, but then instead of a squad thats putting in the shell and cleaning the barrel and blah blah, you'd have a team of mages prepping an explosive bit of magic to propel the cannonball.

Either way, even if it was all perfectly settings oriented and everybody wanted it, you still wont see it for years and years.
Title: Re: Firearms in PS
Post by: Vankseal Serozan on April 28, 2012, 08:25:49 pm
@ Phatomboy86, you could use a cannon and mage combo also I think it might be just as good to launch rocks or bombs from a sling (the range would not be as good though I'm guessing).

@ Rigwyn, Very good point.
 
@ Caraick, I have to agree that magic fills the role of gunpowder pretty well.

@ tman, Great ideas, I believe they would fit very well in game.

I have to agree with you that magic fills in the role of gunpowder very well. If one can cause an explosion with a spell then I do not see any real need for gunpowder in game. The winch area runs off of the Blue and Azure way if I am not mistaken giving the impression that even the technology is mixed with the magic instead of standing alone.
Some people may mistrust magic, but Talad gave the people glyphs to help them. I have not seen any examples of people mistrusting magic in the settings that I can remember.
   
Title: Re: Firearms in PS
Post by: Knightspark9 on April 28, 2012, 09:26:14 pm
@Vankseal Serozan: Of course some things aren't going to be in the lore, it's more of personal phobias, and of course lack of ability. It would make sense for those who would, instead of magic rely on the possibility of gunpowder. Yliakum, from what I've read has biomes that have all the needed materials for gunpowder. If someone burned it, then it could work as an explosive for those who don't use magic.

(That and magic is terribly overused anyways.)
Title: Re: Firearms in PS
Post by: Vankseal Serozan on April 28, 2012, 10:31:40 pm
@ Knightspark9, Sorry if I said something without thinking it through very well. I have a cold so I'm having a hard time thinking stuff through thoroughly. I forgot to mention that Harnquist shows he does not like magic and does not trust it in one of his quests. And yes, some races are better at magic than others when it comes to magic. Example, the Lemur make far better mages then the Kran. I would agree that magic is over used but that is more of a balancing problem I believe.
Title: Re: Firearms in PS
Post by: Knightspark9 on April 29, 2012, 02:32:37 pm
@Vankseal Serozan: No need to apologize; we all make some mistakes here and there.

Anyways, since magic is overused, yliakum has the proper biomes, etc. Then I'd say it could exist. Heck, it could have a history for fireworks, or it could be a new thing. But Yliakum's evolution of weapons point to something, (pardon the pun,) explosive. The dwarves are known for strong metal alloys, and there are a fare share of engineers in the population of Yliakum.

Considering the way things have been working for about what, 750 years, in addition to technology and knowledge from other races, then Yliakum could very well have gunpowder.

(Magic and melee are overused. I'd say it's time those who use ranged attacks got a bit of use.)
Title: Re: Firearms in PS
Post by: tman on April 29, 2012, 03:06:14 pm
I don't think the question is so much whether it could happen as much as whether people WANT it to happen.  Either side could easily come up with a list of reasons why gunpowder/firearms are or are not plausible given the game settings.  Since the settings are all made up, we'll never know for sure until one of the devs tells us.

Personally I don't like the idea of players running around with guns.  Even if it's plausible, I don't see it fitting in with the rest of the world.  I would much prefer if they work on the ranged skill in other ways (crossbows, poison, flaming arrows, etc).  Of course that's just my opinion.  If you want it to happen, you don't need to win me over, you just need to convince the devs.

If you come up with some reasons why firearms would be good for the game and not just why they're "possible," then I'd be more likely to be won over.
Title: Re: Firearms in PS
Post by: Knightspark9 on April 29, 2012, 03:57:23 pm
In addition to possible, it's also a matter of role-play and mechanics, and as you said, improving the game better. People are able to magic and melee their way through so many things now it's not even funny. Sure a character could be an archer, but a red-way mage could probably just burn the bow. If firearms were added, then those without magical ability could at least be able to stand some chance.

A lot of monsters have some form of magical immunity in the mechanics as well, so it could be beneficial to add firearms; increased damage, but not as fast. Truthfully, it could be very beneficial to both role-play and the mechanics.
Title: Re: Firearms in PS
Post by: Vankseal Serozan on April 29, 2012, 04:48:25 pm
@ tman: In order to be appealing to a broad range of players that have varying interests developers usually include a variety of things in a game but some games are narrow and try to only appeal a smaller group. Magic, is normally for the more intellectual. Melee for the people that love their grit and sometimes a mechanic type element in the game for the mad scientist or people with a more explosive personality. However, planeshift is not a normal game and I don't think it shares the normal goals of most games. I don't know enough about the settings to give any more reasons than have already been given. I was really hoping to get a comment or two from a settings dev to shed some light on the mater. As far as improving ranged goes I agree, I did notice while looking at dates that the longbow was used against the Scots in the late 12th century putting the longbow well within the time PS fits in. Also the longbow could penetrate a knight's heavy armor and was very effective from 100-200 (not certain) yards, taking this into account the bows in PS now really need improving.     
Title: Re: Firearms in PS
Post by: Chessire on April 29, 2012, 05:17:03 pm
I think the appearance of firearms wouldn't hurt too much and could even be interesting, as long as they don't appear in the form of repeaters, bazookas and similar modern atrocities. A piece of machinery of dwarven construction that requires specific knowledge and time to load and operate, providing a powerful blast of fire, this sounds much better. It would be just another weapon to choose, not a replacement for bow or magic.
Still, let us have a completed combat system first :P
Title: Re: Firearms in PS
Post by: Zalya on April 29, 2012, 07:27:57 pm
Fun fact, guns where invented before full plate armor.  :sweatdrop:

Also, I only scanned the other posts because I'm lazy, but I would have to agree with magic advancing more than technology. The way I see things is that Ylikum is very close (perhaps even past) our modern socity in terms of the advancement of civilization and luxuries, but the defining factor is that instead of following a path of science, it followed the path of magic. As far as the setting goes, guns are technologically possible, but just not necessary. If you have more advanced alternatives then there is no need to devlup the other things.
Title: Re: Firearms in PS
Post by: Knightspark9 on April 29, 2012, 07:35:00 pm
@Zalya: This is where we look at the other races; dwarves in particular. There are engineers in-game, (the winch is an example of engineering and magic.) It has taken a bit of both, if we look at it to the full extent. In fact, firearms offer interesting role-play. For those who want something with more distance then a bow, and more damage, then yes, it would be practical.

I'll state once more that Yliakum has biomes that can support materials for gunpowder.
Title: Re: Firearms in PS
Post by: Vilthis Trayus on April 30, 2012, 01:32:51 am
Essentially, necessity is the mother of invention in the history of the arms race. Logically speaking Yliakum is no exception, though ends justify means; does magic supersedes the need of using gunpowder based weaponry? Or alternatively magic operate as a substitute to it akin to a propellant like azure way telekinetic discharged projectile? I strongly believe it is simply up to one's imagination and ingenuity of a character in the game. I do not presume to speak for the settings but if someone seeks to role play a fire arm, as long as the justification is sound I personally have no qualms about limiting the imagination of a player.
Title: Re: Firearms in PS
Post by: Rigwyn on April 30, 2012, 01:59:31 am
You could say a firearm is like a bow in that it allows you to attack from a range with no magical training. Its added strengths are perhaps greater distance and more damage with its main drawbacks being the noise, smoke and loading time. ( The noise and smoke would be a disadvantage as they would give your location away.. that is until someone invents a silencer  *rolls eyes* )

You could say that ICly Planeshift has the technology to make a gun, however, has anyone in the PS world actually come up with the idea of making a gun? Or are we just taking real world knowledge and dragging it into the game? We could argue that its possible to make a crude penicillin with what we have in the game, but knowing what penicillin is used for, knowing what germs are, and so on is all OOC knowledge. Such knowledge took time and research to stumble upon it.

Personally, I would be hesitant to add new technologies to the game - at least, those that would advance the game technology-wise. Making wires from copper to conduct electricity, making motors, crude coil based am radio transmitters, and such could be done with whats available but it just seems like a bad idea to me as it nudges the game out of the setting.

For me personally, I think guns would fall into this category, but that's just my opinion.
Title: Re: Firearms in PS
Post by: Candy on April 30, 2012, 03:56:01 am
I agree with Rigwyn; the whole genre kind of changes if those advances are made. Given, there's the fact that the Winch is a little out of place (there's even a screen in it, iirc - haven't taken another close look at that area in a while though), but personally I like to think that how the Winch works is a big Octarchal secret and the engineers and such are under some kind of Non-Disclosure Agreement.

If you want people using both swords and firearms, there are plenty (http://us.battle.net/wow/en/) of (http://www.square-enix.com/na/title/finalfantasy/) games (http://en.wikipedia.org/wiki/Warhammer_40,000) in which this is done...
Title: Re: Firearms in PS
Post by: Vilthis Trayus on April 30, 2012, 04:07:37 am
I am a Warhammer 40k player myself. It is a table top miniature turn based strategy game, not a RPG. But I get your point. Though there is potential that 'technological' innovation not reined to the settings may result in an absurd outcome, i believe hard caps towards character ingenuity is even a more absurd outcome where central to the theme of this game is role playing - and imagination is central to that.
Title: Re: Firearms in PS
Post by: carua on April 30, 2012, 04:42:09 am
IMo the only place firearms fit in is at the BD we'd be pushing it too far to have functional combat weapons for PC's given that PS has had an edge of realism in almsot everything, the only thing good enough to justify the resources and power of a cannon would be an Ulbernaut or whatever monsters lurk beyond the doors.You have to bear in mind that early firearms lost to archers because the accuracy of an arrow and rate of fire in the beginning is too great compared to a musket.
As players does anyone want to use a weapon with  30-40% chance of actually hitting the target at all.So if the numbers fall well you can 3 shot anything if they dont roll well you'll miss him every time while he eats you and your gun.
Given that the azure way has a projectile ability i'm surprised we even got as far as using bows.The "necessity is the mother of all invention" rule is what drives most inventions guns were developed because we had no hard counter to stone walls or armoured cavalry.Wheres when a red mage can fry a plate wearing greatsword wielding Giant before he gets close enough we don't particularly need more ranged combat.Bows,crossbows and thrown weapons fit in for fluff reasons on not having magical ability or perhaps cultural ones.
But if a group tried to invade hydlaa with cannons a few mages later they'd discover it's not going to work that way.This also reminds me of the fact that Yliakum is all one nation with one government,we dont have great war machines or siege weapons like catapualts because we don't invade anything or get invaded,all we have to do is keep the piece and keep the monsters away there's no problem that can happen in the land that 20 knights and 10 mages couldn't wipe out of existence,short of an entire level rebelling against the octarchy
Title: Re: Firearms in PS
Post by: Vankseal Serozan on April 30, 2012, 10:21:49 am
                                                     (Sorry for the rant, it was inappropriate)

Ok, I understand what you are all saying about the magic making the development of gunpowder pretty pointless to the races of yliakum. However, the magic currently in game to me seems just about as good as a gun that misses 30-40% of the time. Why? Well, instead of giving a magic spell a range of damage it can do, like a weapon, and maybe treating it like physical damage when certain spells are used (fe, flying stones) or have it totally miss/blocked by the target, monsters have been assigned resistances to certain magic ways. I have no problem with adding resistances, however when mobs resist 80%+ of 3 different ways with magic costing as much as it does and you do not get half as good resistance as a monster does when you are maxed and he is only supposed to be adept I think there is something wrong. I have mastered redway, it wasn't easy but I got a good reward for training it. After resistances were assigned to monsters I tried to go hunting, just to find out that the only monster that I could kill with redway that gave me enough progression points were consumers (darkway is just as bad.). Personally I think it was just a cheap, easy, crud nerf as the resistances on most mobs do not make sense at all (consumers are supposed to spend a lot of time underground but are resistant to cw?). If not firearms, PLEASE give me some better bows and arrows to use. Sorry if this is off topic. 
Title: Re: Firearms in PS
Post by: LigH on April 30, 2012, 11:01:42 am
It is always again and again impressive how those who know little about the history of PlaneShift "know best" the future of PlaneShift...

This game is open-source and publicly developed only to a certain degree. Final decisions are made by one person.

If (in the case that) Talad decided a decade ago that PS won't have firearms (so it does not belong to the "Settings" of the game), it is quite improbable that it will be implemented in the next decade. Unfortunately, many threads have to wait a long time until he replies a certain "Yes" or "No".
Title: Re: Firearms in PS
Post by: Vankseal Serozan on April 30, 2012, 11:10:48 am
I neither said I new best nor did I hear anyone else say they new best. I have tried to make it very clear that most everything I have said is only my opinion and as such it is going to be wrong and bias in some areas, also I said I have no idea what is already planned and never made any claim to know much about the history of PS. Sorry if I came across in a know all end all way.
Title: Re: Firearms in PS
Post by: LigH on April 30, 2012, 11:23:57 am
Well, sorry for the offense, I was a bit hard. I didn't want to harm you, just state that some people put a lot of efforts into details before knowing if the whole topic could be relevant at all in an expectable future. There is a wish. Fine. Let's wait if it is granted at all before trying to implement it already... ;)
Title: Re: Firearms in PS
Post by: Vankseal Serozan on April 30, 2012, 11:32:07 am
I see what you mean with the details, I just wanted people to see I had looked into it a bit so I didn't have a repeat of the 2005 post.
Title: Re: Firearms in PS
Post by: Knightspark9 on April 30, 2012, 12:40:12 pm
There are cases of explosions in the game, Rigwyn. So one could assume a curious man would try and find something naturally occurring in the wilderness. With Yliakum's diversity of biomes it could make for, ultimately interesting role-play.

But I suppose we'd have to wait until Talad says yes or no.
Title: Re: Firearms in PS
Post by: Catlemur on April 30, 2012, 04:07:16 pm
Firearms should be either unique (e.g. magicaly enchanced,non traditional) or not implemented at all.
Gunpowder exists since the 9th century.
http://en.wikipedia.org/wiki/Fire-lance
Title: Re: Firearms in PS
Post by: LigH on May 02, 2012, 01:43:13 am
There are cases of explosions in the game, Rigwyn.

Certainly. It was mentioned in one of the theories about the creation of Shindrok's Crater. And with cinnabar, we may have one possible "physical" (in contrast to magical) source even (mercury fulminate).
Title: Re: Firearms in PS
Post by: Rigwyn on May 02, 2012, 02:20:45 am

Well, like I said before, its also possible to make penicillin, radio transmitters and receivers, crude light bulbs, conveyor belts - hence automation, and a slew of other things that would advance Planeshift out of its quasi-medieval setting and into a more advanced setting. Is that necessarily a good idea? I don't think so if its to remain a medieval-ish game. Just my two cents.



Title: Re: Firearms in PS
Post by: Knightspark9 on May 02, 2012, 05:29:57 pm

Well, like I said before, its also possible to make penicillin, radio transmitters and receivers, crude light bulbs, conveyor belts - hence automation, and a slew of other things that would advance Planeshift out of its quasi-medieval setting and into a more advanced setting. Is that necessarily a good idea? I don't think so if its to remain a medieval-ish game. Just my two cents.

During the medieval era, cannons were used, and slightly out of that, primitive firearms. Considering Yliakum's current development, it'd make sense.
Title: Re: Firearms in PS
Post by: LigH on May 03, 2012, 01:45:43 am
But Yliakum is not "Earth in medieval times", just similar. There may e.g. be no need due to the avaialble magic.

If Talad decides not to implement it, it won't be implemented. At least not "soon™".
Title: Re: Firearms in PS
Post by: tman on May 03, 2012, 01:47:49 am
During the medieval era, cannons were used, and slightly out of that, primitive firearms. Considering Yliakum's current development, it'd make sense.

The thing is, Yliakum is not medieval Europe.

We've already established that it could be possible.  But since the settings we're talking about aren't real there's no way of knowing unless one of the settings devs tells us how technology developed in PS.  The point is, saying they're possible isn't enough of an argument to get them implemented in my opinion.
Title: Re: Firearms in PS
Post by: carua on May 03, 2012, 06:53:35 am
During the medieval era, cannons were used, and slightly out of that, primitive firearms. Considering Yliakum's current development, it'd make sense.
Bear in mind the reason they were so prevalent, was warfare and as far as I know things like invasions or defending against an army does not occur in Yliakum,the octarchy are the authority for the entire world there's no large scale conflict in order for them to develop siege weapons like that.We would drop from a pterosaur or just use summon rocks to do the work for us.There are plenty of fantasy thing that fit in where firearms would.
But well done to Vankseal in having a well thought out argument for firearms,its good to see you made a real effort and thought about it
Title: Re: Firearms in PS
Post by: Knightspark9 on May 03, 2012, 03:50:20 pm
@Carua: Of course not siege weaponry; but something of a slightly lighter touch would be useful. Magic can be used certainly, but some people mistrust it, and some even go for technology. Ie, the winch workers. It's a mix of magic and engineering, but engineering takes a spin on common items as well. IE mechanical lock-boxes using number codes.

I doubt it could be used for just siege weaponry, considering the horrors that lurk in the stone labyrinths. It doesn't just make it possible, it makes sense, and could benefit the game.

@Tman: I've already explained my arguments to you.
Title: Re: Firearms in PS
Post by: tman on May 03, 2012, 04:12:50 pm
@Tman: I've already explained my arguments to you.

From what I can tell you haven't made any arguments for why firearms would be better for the game than crossbows, enchanted bows/arrows, etc.  In my opinion these would improve gameplay without disrupting the settings and overall feel of the game/genre.
Title: Re: Firearms in PS
Post by: Knightspark9 on May 03, 2012, 04:15:05 pm
@Tman: I did talk a lot about range, damage, etc. Crossbows just cant fulfill that. Besides; it's hardly disrupting the genre when it can help PS both mechanics-wise and role-play wise. As far as I'm concerned, add them both, add to the immersion.
Title: Re: Firearms in PS
Post by: tman on May 03, 2012, 04:36:32 pm
Crude medieval firearms would actually have significantly lower accuracy, and therefore much shorter range, than things like longbows.  Even as recently as the American Revoultion in the 1770s and 1780s it was estimated that 1 in every 200-300 bullets actually killed its target.  Much of the fighting was done with blades and bayonets.

And as far as damage, yeah I suppose a gun would do more.  But realistically an arrow to the chest and a gun to the chest are both going to kill you anyway.  The idea of "damage" is really more of a video game phenomenon.
Title: Re: Firearms in PS
Post by: Knightspark9 on May 03, 2012, 07:03:28 pm
#tman: It all depended on the gun. Besides; a speeding bullet would cause more damage. If an arrow hit, even from something like a longbow, a hot ball of lead would kill or cause more pain. Video game phenomenon's give off very odd viewpoints. But depending on the rifle, then it could very well be effective.
Title: Re: Firearms in PS
Post by: Rigwyn on May 03, 2012, 10:41:08 pm

To me, something is lost when you add guns. I'm not sure what you would call it. There's something awesome about a good sword fight where skill and balls come into play. Magic gives fantasy, or high fantasy a kind of flavor and mystique thats not found in modern settings. Together, they fit quite nicely.  When one person whips out a sword or casts a spell, and the other pulls out a gun and busts a cap in their opponent's ass, that just ruins it for me. At that point, it is no longer fantasy/high fantasy...

Hell, we could introduce 10 gallon hats, cowboy boots, lassos, revolvers... Oooh! we could even have shoot outs.. where two players start out back to back, take 20 paces, then turn and fire at each other. Add in a gold rush, poker cards, a piano with some Ho in fishnets and a frilly hat sitting on top while its played ... sounds like another genre right? But it COULD be done... so why not?

Just because you COULD does not necessarily mean you SHOULD.
Title: Re: Firearms in PS
Post by: Knightspark9 on May 03, 2012, 11:01:58 pm
@Rigwyn: Of course; but these are primitive firearms. To me, they'd actually add immersion. In addition to being good role-play.
Title: Re: Firearms in PS
Post by: Rigwyn on May 03, 2012, 11:13:16 pm
How would they add immersion?
Title: Re: Firearms in PS
Post by: Pakarro on May 04, 2012, 03:27:10 am

To me, something is lost when you add guns. I'm not sure what you would call it. There's something awesome about a good sword fight where skill and balls come into play. Magic gives fantasy, or high fantasy a kind of flavor and mystique thats not found in modern settings. Together, they fit quite nicely.  When one person whips out a sword or casts a spell, and the other pulls out a gun and busts a cap in their opponent's ass, that just ruins it for me. At that point, it is no longer fantasy/high fantasy...
...
Just because you COULD does not necessarily mean you SHOULD.

 Fully agree! :thumbup:
Title: Re: Firearms in PS
Post by: Knightspark9 on May 04, 2012, 06:52:28 am
@Rigwyn: I can understand how one could be particularly hostile towards the idea. Especially because they may be afraid PS would turn into a first-person-shooter. But these aren't repeating firearms.

They would add immersion due to them adding more role-play. Plus the current path that yliakum is taking would have it making an absolute ton of sense. Engineers use mechanical items frequently in quests, and this could be another contraption; I'd say it would be a should.

Of course, one could assume that one would have an idea for a revolver, but the current technology of Yliakum points to primitive firearms. Considering the winch with it's assortment of horrors, there could even be cannons for such cases.

Now, one could easily say "Yliakum -hasn't- developed like this.

But it has. We should look at the winch, which everyone seems to know about. In addition to other mechanical devices. Plus the cases of explosions in-game? It would not only make sense for the world, it would, as I've said before, add immersion.
Title: Re: Firearms in PS
Post by: tman on May 04, 2012, 09:53:13 am
You keep talking about "immersion" but you never explain what you mean.  You say it would "add roleplay."  How would having a gun add to roleplay in ways that a crossbow wouldn't?
Title: Re: Firearms in PS
Post by: Vankseal Serozan on May 04, 2012, 10:00:26 am
@ Rigwyn:  "Just because you COULD dose not necessarily mean you SHOULD." I believe most of us agree on this and are are waiting for a dev to shed some light. I understand what you are saying and agree that it could mess up the fantasy and I am leaning towards agreeing with you after giving it a lot of thought.

@ Knightspark9; I appreciate the enthusiasm you have toward the topic but I have to say a lot of your posts are mostly restating ideas from your previous posts. We can all read them and I hope anyone that is posting has already read all the posts made by others so they are not rehashing the same stuff.

As to the damage bows can deal compared to the damage old firearms can deal I would have to say the bow is going to out damage the firearm. I have used bows before in my life but not old firearms however I have spoken with a good friend whose brother did a lot with them. Why would a bow do more damage? Bows can be reloaded and fired within 5-7 seconds, if you're good you will still hit your mark often. Also you would be able to add a variety of poissons to the tip of your arrows to increase the damage dealt. The damage dealt from a arrow is a combination of piercing and cutting irl in game its just piercing where as the damage from a round ball fired from a gun would be more blunt and carry more energy. I was told that if you make your bullets from the right material they will transfer all their energy to the target possibly throwing the target a ways and nocking it down. With this in mind perhaps it would be best to make guns nock a target back or throw them to the ground so the effect is different from other ranged weapons (if we want them in game).     

Title: Re: Firearms in PS
Post by: tman on May 04, 2012, 10:45:27 am
Actually the idea that a bullet can knock someone to the ground is mostly myth.  Basic physics dictates that the amount of momentum the bullet can carry must be equal to the momentum pushed back onto the person firing the gun.  Therefore any bullet powerful enough to knock someone over would also knock over the person firing it.

If you don't believe me, the mythbusters mythbusted it.
Title: Re: Firearms in PS
Post by: Cairn on May 04, 2012, 11:42:57 am
This, and early fire arms were wildly inaccurate, because the actual bullet was not invented for some time. All early projectiles were round, semi-soft balls of iron or lead, mostly lead, and caromed around in the barrel, offering only a small chance to hit from short range, and almost no chance of hitting from long range.

Bows, for quite some time, outranked early fire arms. The only effective early ones were used in short range situations, like blunderbusses by the pirates for crowd control, or pistols when a man was close enough. Long range rifles were iffy at best and often malfunctioned.
Title: Re: Firearms in PS
Post by: Knightspark9 on May 04, 2012, 01:05:14 pm
@tman: I believe I explained it well enough. The path that Yliakum takes leads to it, hence making it more believable, thus immersion.

@Vankseal Serozen: Sadly I do have to repeat ideas because it seems others seem to be missing the points, or we don't get anywhere because people say the same arguments, henceforth me having to say mine again.

@Cairn: Though long-range rifles were used in that time. People were willing to take the chance for greater range. I like the idea of blunderbusses and long-range rifles. Of course, the down-sides being said before.

As a side note, I think it would be interesting, and it would certainly make my experience better, instead of worse.
Title: Re: Firearms in PS
Post by: Vankseal Serozan on May 04, 2012, 02:11:20 pm
Actually the idea that a bullet can knock someone to the ground is mostly myth.  Basic physics dictates that the amount of momentum the bullet can carry must be equal to the momentum pushed back onto the person firing the gun.  Therefore any bullet powerful enough to knock someone over would also knock over the person firing it.

If you don't believe me, the mythbusters mythbusted it.


Some of what I said is personal experience and some is what my friend told me so I can't be sure of it throwing the target (btw idk how heavy of loads this guy used, I was told he bruised his whole shoulder and side up once with one shot when he was playing around with heavy loads in his muzzle loader and he was a big guy.). My personal experience of using modern firearms is that even with a metal but plat I don't fall over when the target does but that is most likely due to were it been hit and the damage done, not the total amount of energy transfered. I forgot that these are old weapons we are talking about that do not have the modern recoil absorption systems like the guns today that can reduce the recoil of a 50 cal into an easily manageable kick and that baby can throw things XD. 
Title: Re: Firearms in PS
Post by: Talad on July 09, 2012, 03:56:01 pm
We have reviewed the proposal, but we decided this doesn't fit in the current PS setting. There maybe be pretty advanced mechanisms, but firearms will completely change the dynamics of combat, by making it less heroic, and so less in line with what we think PS should be.