INS Splinter Mod Suggestions

Rukus.

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I was hoping to get a team together and a a little dabbling in the source code of INS 1.0c, and I thought where better to get suggestions than the INS section.

http://www.edgegamers.org/forums/showthread.php?t=155864


I was thinking that the Grenadier should get an alternate weapon choice other than the M203. I was considering the Milkor MGL , if not that the XM25 Individual Airburst Weapon.

Pros and Cons for each

MGL

mglmk1s010dg.jpg


Pros
  • Can spray an area at 2 rounds per second.
  • Increased grenade capacity (12)
  • High area of coverage

Cons
  • Long reload time (twice that of the rpg)
  • Higher arming distance
  • No rifle
  • Frequent trips to the resupply crates

XM25

xm25-1.jpg


Pros
  • Double the range of the M203
  • Turn on/off double-cick airbust function. Meaing click once to launch, while projectile is midflight click again to airburst.
  • Increased grenade capacity (12)
  • 6 round stack magazine
Cons
  • Smaller blast radius
  • No rifle
  • High recoil
  • Frequent trips to resupply crate
 
I was hoping to get my hands on it but just to work out a few things or edit a few things. Im not good at all lol
 
What I would love to see is a melee function. Like knocking people out with the gun-butt or something like that. I love the idea of the airburst, but it needs to be hard to master in order to prevent the nade spamming.. I would rather not have another noobtube..
 
I think we need to do something. We need to keep things fresh to stay on top. If you play alot you play with the same people same maps. Lets freshen things up.

I like this idea
 
Neither of those weapons are standard issue for Marine units, I don't think that it fits into the game well. (not that the .45 is!)

However, I think you're on the right track, things need to be added/edited for this game to stay great. I don't think the answer is necessarily new weapons, but it could be.
 
Neither of those weapons are standard issue for Marine units, I don't think that it fits into the game well. (not that the .45 is!)

However, I think you're on the right track, things need to be added/edited for this game to stay great. I don't think the answer is necessarily new weapons, but it could be.

I thought that the .45 was US Military standard?.... lol
 
Cool man I love the idea of helping the mod out but in regrades to those weapons above I don't like it because I hate the 203 and the rpg in the game now I would much rather new rifles rather than new newnoobs. I wish you success in whatever your trying to do because I love the game and I'm now learning how to make and edit maps so maybe I can help you out somewhere down the line when I get more skills.
 
NEGATIVE. The game is geared to a more realistic game play. Hence weapons and class set ups that are currently used. All weapons in the game are used by the U.S forces. And the same for insurgent...
 
Neither of those weapons are standard issue
NEGATIVE. The game is geared to a more realistic game play. Hence weapons and class set ups that are currently used. All weapons in the game are used by the U.S forces. And the same for insurgent...


The M203 isn't exactly standard issue either, they're special purpose attachments only given to squad leaders if given at all. Anyway the purpose for adding one of these two doesn't have anything to do with them being standard issue. They serve as a substitute for close air support. After all, this is Modern Infantry Combat

If I were a coder (not one) I would much rather code a weapon than an NPC, new vehicle, or a bombing run.

I hate the 203 and the rpg in the game now I would much rather new rifles rather than new newnoobs..

Funny you mention the RPG, because in this splinter mod I was planning on having the rocket be effected by gravity like it is in reality. Therefore no longer a noob tube, but a legit weapon that requires a slight learning curve.

What I would love to see is a melee function. Like knocking people out with the gun-butt or something like that.

Gun thrashing isn't really something that would be required in INS because if you're at such a range you would be able to kill your enemy instantly. If I do end up adding it it would be low on the priority list.

I love the idea of the airburst, but it needs to be hard to master in order to prevent the nade spamming.. I would rather not have another noobtube..

Hmm, interesting. What would you say if it didn't have an on-contact auto-detonation but you HAD to manually air burst it? I wouldn't see it as being much of a problem seeing as it has double the range of the M203.
 
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well i really love the first gun to be another choice of wepon but the second one is going to be a n00btube paradise
 
Thinking about adding blind fire when you're crouching, similar to what Tactical Intervention has, thoughts?
 
What do you mean by blind fire?
Anyways , keep the main INS exclusivities up though as : Lean; No Crosshairs, Try to get rid of that Bad vision that you can see very well on Sinjar.

Did you just take the INS source code and made updates , or did you take HL2?

I see that you went on the New World Forums , good to see you in the Community!
 
Just downloaded it. Since I am sub par at that stuff I will change minor details and such.

edit 1
RPG might get some of the ballistics code from the M203 added to it (drop of the propelled nade)


edit 2: Looking at stuff and from my experience with GMOD I think INS has some weapon bases. These are files which you can build new weapons off of.
 
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What do you mean by blind fire?

Go to the 40 second mark in this video, and yeah, Tactical Intervention is Counter Strike 2. Its made by the same guy.

[ame]http://www.youtube.com/watch?v=HwcEA_Oub_A[/ame]

Did you just take the INS source code and made updates , or did you take HL2?

Nothing yet, just making linear development doc. When I get a coder we'll be taking the INS classic (1.0c) source code and dabbling in it, adding features here and there.

Anyways , keep the main INS exclusivities up though as : Lean; No Crosshairs, Try to get rid of that Bad vision that you can see very well on Sinjar.

Definitely, I would never change the core mechanics of the game. I have a few theories on how to get around the fog, but I'd have to consult with a coder before I could tell if they would work or not.
 
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Just downloaded it. Since I am sub par at that stuff I will change minor details and such.

edit 1
RPG might get some of the ballistics code from the M203 added to it (drop of the propelled nade)


edit 2: Looking at stuff and from my experience with GMOD I think INS has some weapon bases. These are files which you can build new weapons off of.

GMOD=LUA Scripts

INS Classic Source code= C++, you know that, right? I'm estimating you have previous C++ experience.


Also, the physics model that the M203 follows would look very strange on an RPG. Seeing as the m203 acts as if it was thrown and there is nothing behind it to keep the momentum.
 
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