Poll

Should there be musket misfires?

Yes, it'd add another dimention in fighting!
28 (37.3%)
Nope, don't see the point
20 (26.7%)
Maybe, if the devs have time to add it
27 (36%)

Total Members Voted: 74

Voting closed: October 22, 2013, 03:14:20 am

Author Topic: [Suggestion]Musket Misfires  (Read 15816 times)

0 Members and 1 Guest are viewing this topic.

Offline Noodlenrice

  • Major
  • *
  • Posts: 2513
  • King of Nam'
    • View Profile
  • Nick: 71st_Pte_Noodlenrice
  • Side: Confederacy
Re: [Suggestion]Musket Misfires
« Reply #45 on: November 18, 2013, 11:54:54 pm »
How about misfires are caused by the dirt flying around, water crossings, and dirt and shit being stuck in the locks and chambers

Offline Riddlez

  • Major
  • *
  • Posts: 4845
    • View Profile
  • Nick: Riddlez
  • Side: Neutral
Re: [Suggestion]Musket Misfires
« Reply #46 on: November 19, 2013, 01:42:36 pm »
How about misfires are caused by the dirt flying around, water crossings, and dirt and shit being stuck in the locks and chambers

You go and code that =D
Probably one of the very few old-timers here who hasn't been a regimental leader.

Offline Echo4890

  • Volunteer
  • *
  • Posts: 8
  • O`er the hills and far away
    • View Profile
  • Nick: Echo4890
  • Side: Union
Re: [Suggestion]Musket Misfires
« Reply #47 on: January 29, 2014, 02:42:08 pm »
Good idea, but I think someone should add this for NW, and you have to wait five before firing again if it misfires

Offline Wismar

  • Donator
  • *
  • Posts: 3838
  • Med Gud o' Sveas allmoge för Konung och Fosterland
    • View Profile
  • Nick: Radical
  • Side: Confederacy
Re: [Suggestion]Musket Misfires
« Reply #48 on: January 29, 2014, 03:11:50 pm »
If I could change my vote I would. Percussion cap muskets barely misfired at all so I don't see any reason to add it.

Offline Rutger Müller

  • Donator
  • *
  • Posts: 5248
    • View Profile
  • Nick: Ryu? | Fancy?? | Rutger???
  • Side: Neutral
Re: [Suggestion]Musket Misfires
« Reply #49 on: January 31, 2014, 12:39:00 pm »
I can see it now. "damnit recruit why in the hell did you just teamkill."

"It was a misfire..."  ::)
Spoiler
[close]
« Last Edit: January 31, 2014, 12:51:58 pm by Col. FancyPants »

Offline Nimza

  • Donator
  • *
  • Posts: 160
  • OPM
    • View Profile
  • Side: Neutral
Re: [Suggestion]Musket Misfires
« Reply #50 on: February 10, 2014, 06:18:16 am »
To make it even more realistic, how about when you die in the game you die in real life? Devs? Are you hearing me?

Offline ClearlyInvsible

  • Donator
  • *
  • Posts: 6492
  • I'm still here. Dunno why.
    • View Profile
  • Nick: ClearlyInvsible
  • Side: Union
Re: [Suggestion]Musket Misfires
« Reply #51 on: February 10, 2014, 08:56:00 pm »
To make it even more realistic, how about when you die in the game you die in real life? Devs? Are you hearing me?

Yeah, and the bullet needs to go through you and into the nearest thing behind you. You know, for effect.
"No man will make a great leader who wants to do it all himself or get all the credit for doing it."- Andrew Carnegie
“A man who has no conscience, no goodness, does not suffer.” - Khaled Hosseini
Faggots will burn in hell anyway, who cares.

Offline Johan

  • Captain
  • *
  • Posts: 2784
    • View Profile
  • Nick: [5teFKI]_Oberst_Johann
  • Side: Union
Re: [Suggestion]Musket Misfires
« Reply #52 on: February 11, 2014, 06:55:06 am »
To make it even more realistic, how about when you die in the game you die in real life? Devs? Are you hearing me?

Man that would be awesome!

Offline Completenoob

  • Corporal
  • *
  • Posts: 60
    • View Profile
Re: [Suggestion]Musket Misfires
« Reply #53 on: February 11, 2014, 10:42:39 am »
I can see it now. "damnit recruit why in the hell did you just teamkill."

"It was a misfire..."  ::)
Spoiler
[close]

And easy remedy is to code those rare times misfire happens the game considers the gun empty w/o projectile shot and you simply have to deal with slightly longer reload time than usual.

Offline MadManYo

  • Second Lieutenant
  • *
  • Posts: 771
    • View Profile
  • Nick: MadManYo
  • Side: Confederacy
Re: [Suggestion]Musket Misfires
« Reply #54 on: February 25, 2014, 01:47:07 am »
Or simply code that after eg 4-7 shots the reload speed goes down a bit every 4-7 shots due to corrosive gun powder

Offline Rallix

  • Sergeant
  • *
  • Posts: 53
    • View Profile
  • Nick: 00th_Merc_Rallix
  • Side: Confederacy
Re: [Suggestion]Musket Misfires
« Reply #55 on: February 25, 2014, 03:11:02 am »
Or simply code that after eg 4-7 shots the reload speed goes down a bit every 4-7 shots due to corrosive gun powder
Why. How would that add to the gameplay? That's not even realistic. People can shoot many more times than that with their musket before reloading becomes difficult from barrel fouling. Muskets which became difficult to reload after just 7 shots probably would not be used. And if the effect which you suggest does not change reload speed significantly, what do you intend the change to achieve?

All of you. THINK. Think for a long time about what you are trying to achieve by asking for any change.
It's not 'Lol let's just make changes, because.'
It's: 'We have a specific style of gameplay we want to create, let's make the following changes to bring it about.'

The developers will be willing to listen, and more likely to make a good game if you know what you want out of the game.

One misfire out of 100 shots is a nice, simple balanced number. It will occur commonly enough to not be totally negligible, and rarely enough to not make muskets unreliable. Misfires allow for some realism, as well as further reliance upon melee weapons.

Personally though, I do not care for whether it is included or not, as long as it is not as common as say, one in ten shots.
There are more important matters to think about.
Indeed.

Offline Marsh

  • Captain
  • *
  • Posts: 866
    • View Profile
  • Side: Union
Re: [Suggestion]Musket Misfires
« Reply #56 on: February 26, 2014, 11:57:18 pm »
If it is used, it needs to be a server option thst can be turned on/off by an in game admin.

Offline Rival

  • Major
  • *
  • Posts: 1951
    • View Profile
  • Side: Neutral
Re: [Suggestion]Musket Misfires
« Reply #57 on: February 27, 2014, 12:08:23 am »
Adds more meaning to "annoying"

Understand that it's hard enough to get decent shots in NW and god knows what it's going to be like in the next one.
Working on headers in NW is like working on formula 1 2016 engines for 2017.

Offline ClearlyInvsible

  • Donator
  • *
  • Posts: 6492
  • I'm still here. Dunno why.
    • View Profile
  • Nick: ClearlyInvsible
  • Side: Union
Re: [Suggestion]Musket Misfires
« Reply #58 on: February 27, 2014, 12:12:18 am »
Well, everyone's going to be armed with extremely accurate rifles. It'd be like shooting in Blood and Iron.
"No man will make a great leader who wants to do it all himself or get all the credit for doing it."- Andrew Carnegie
“A man who has no conscience, no goodness, does not suffer.” - Khaled Hosseini
Faggots will burn in hell anyway, who cares.

Offline Rival

  • Major
  • *
  • Posts: 1951
    • View Profile
  • Side: Neutral
Re: [Suggestion]Musket Misfires
« Reply #59 on: February 27, 2014, 12:16:14 am »
Well, everyone's going to be armed with extremely accurate rifles. It'd be like shooting in Blood and Iron.

I extremely hope so. Gives me something more to hold on to for this game.
Working on headers in NW is like working on formula 1 2016 engines for 2017.