Post by purifyweirdsoul on Sept 1, 2017 9:34:24 GMT -6
I've been thinking about the game's guns lately and considering all the ways they might be useful. Something that occurred to me is that since a gun's ammo will be the main determining factor of what its damage and type is, what will the point of multiple different firearms be other than visually and more slight damage differences (as compared to melee weapons)? Going further with that, what would move you to upgrade/craft a gun (if that were possible) instead of using your resources on things that have more relevant effects on their own? A gun is nothing without its ammunition, but there might be some separating factors between guns to make them desirable acquisitions.
Some such thoughts:
- Guns add varying properties to their projectiles. A "rebound stone" effect, piercing, faster and slower acceleration, multi-cost shotgun or spread blasts, an "aim" function to fire it similar to the right stick aiming for directional shards
- Special moves related to the above - separate commands from separate shots that consume higher ammo and/or MP
- Firearms add passive effects to shots atop their ammo's damage such as status effects, debuffs, and so on - so that even if the damage isn't good later on/late game, adding poison or some other effect can still be relevant to weaken an enemy, as seen in Dark Souls etc
- Different reload and firing rates. The guns may not have an across the board constant attack speed, and could have varying reload times. As with a Resident Evil magnum, the stronger guns may take longer to ready with lower capacity
- Recoil properties. Now this is an especially interesting possibility for a quirk. Say an especially powerful, maybe one or two-shot gun blows Miriam back upon firing, maybe even upwards a bit in the air. She could use this to reach higher platforms as a small sequence break/bypassing a soft lock before she gets double jump, such as was done with the wolf transform and other means in SotN, etc.
- Jamming %. Many of us recall how in Symphony, a weapon called the Red Rust would often fail to swing because of it being an ineffective weapon. Perhaps, with a somewhat fast or automatic weapon in Bloodstained, unless you upgrade/craft it a certain way to fix a problem, some guns may jam. It may happen if some guns don't have an innate affinity for an ammo type - whereas some other guns enhance other typess (see below)
- Gun affinity for ammo loads. Say certain guns give slight bonuses to varying ammo types, or change the projectile entirely. A possible trade-off is the caveat mentioned above, or MP use.
- Related to the above - a possibility of combining trigger shards and gunshots, for effects similar to what I just mentioned in the last...bullet bullet. Some guns could perform attacks similar to Union Glyphs in Order of Ecclesia where with a certain gun + certain trigger shard and maybe certain ammo, a new attack is available, a powerful or strong in utility effect that is desirable to build your kit/craft things a certain way to make it work. In this, guns become more desirable.
Put them all together and guns are amazing D:
worth a shot? D: