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Modern & Futuristic Weapons
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<blockquote data-quote="turk128" data-source="post: 4797236" data-attributes="member: 73022"><p>Browsing through this, I really like what I see: you have a solid basis for something here, more so than any sci-fi 4e write-up I've read.</p><p></p><p>Some suggestions...</p><p></p><p>Some change to make it flow a little better:</p><p><span style="color: red"><strong><span style="font-family: 'MentorSansStd-Bold'">Hit: </span></strong></span><span style="font-family: 'MentorSansStd-Bold'"><span style="color: white"><span style="color: red">Half[1w] damage and the target is slowed until the end of your next turn. If target is already slowed, target is dazed instead. If target is already dazed, target </span></span></span><span style="color: red"><span style="font-family: 'MentorSansStd-Bold'">goes unconscious (save ends).</span></span> </p><p></p><p>Also, more things should expand the minor action to force the player to really think strategically with how they use their minor (or converting their move):</p><p></p><p>*Guns that have high proficiency... instead of giving that high prof in the stat, leave it at +2 and give it a property.</p><p><span style="color: RoyalBlue">Careful Aim: Minor Action</span></p><p><span style="color: RoyalBlue">You gain a +1 power bonus to attack with this weapon for the first attack you make with it, before the end of your next turn.</span></p><p></p><p>*Stabilizing... for <span style="color: white"><span style="color: lime"><strong><span style="font-family: 'MentorSansStd-Bold'">Long Burst, Spray, or </span></strong></span></span><span style="color: white"><span style="color: lime"><strong><span style="font-family: 'MentorSansStd-Bold'">Burst </span></strong></span></span>add this: after use, receive a -2 to hit with this weapon until a minor action is used to stabilize.</p><p></p><p>*<span style="color: RoyalBlue">Range Finding: Minor Action</span></p><p><span style="color: RoyalBlue">You increase the range of this weapon by 5 squares for the first attack you make with it, before the end of your next turn.</span></p><p></p><p>*<span style="color: RoyalBlue">Aim Assist: Minor Action</span></p><p><span style="color: RoyalBlue">This weapon gains the Brutal 1 property for the first attack you make with it, before the end of your next turn.</span></p><p></p><p></p><p>Instead of reloading for everything... put something like this in:</p><p><span style="color: MediumTurquoise">Alt Fire Switch: Minor Action</span></p><p><span style="color: MediumTurquoise">You swap this weapon into Alt Fire mode. If the Weapon is already in Alt Fire mode, the weapon switches into Nomal Fire mode. Alt Fire mode can only be used for basic attacks. You cannot use a weapon in Alt Fire mode with any Class' At-Will, Encounter, Utility or Daily powers.</span></p><p>(This way it forces the player to use the weapon's powers or their own... unless they somehow have cool powers that allow them to use weapon's Alt Fire.)</p><p></p><p>Also, some of the Weapon Properties are way powerful. Spray should be the only one that counts as a ranged basic. Spray can be buffed a little more: make the secondary attack autohit.</p></blockquote><p></p>
[QUOTE="turk128, post: 4797236, member: 73022"] Browsing through this, I really like what I see: you have a solid basis for something here, more so than any sci-fi 4e write-up I've read. Some suggestions... Some change to make it flow a little better: [COLOR=red][B][FONT=MentorSansStd-Bold]Hit: [/FONT][/B][/COLOR][FONT=MentorSansStd-Bold][COLOR=white][COLOR=red]Half[1w] damage and the target is slowed until the end of your next turn. If target is already slowed, target is dazed instead. If target is already dazed, target [/COLOR][/COLOR][/FONT][COLOR=red][FONT=MentorSansStd-Bold]goes unconscious (save ends).[/FONT][/COLOR] Also, more things should expand the minor action to force the player to really think strategically with how they use their minor (or converting their move): *Guns that have high proficiency... instead of giving that high prof in the stat, leave it at +2 and give it a property. [COLOR=RoyalBlue]Careful Aim: Minor Action You gain a +1 power bonus to attack with this weapon for the first attack you make with it, before the end of your next turn.[/COLOR] *Stabilizing... for [COLOR=white][COLOR=lime][B][FONT=MentorSansStd-Bold]Long Burst, Spray, or [/FONT][/B][/COLOR][/COLOR][COLOR=white][COLOR=lime][B][FONT=MentorSansStd-Bold]Burst [/FONT][/B][/COLOR][/COLOR]add this: after use, receive a -2 to hit with this weapon until a minor action is used to stabilize. *[COLOR=RoyalBlue]Range Finding: Minor Action You increase the range of this weapon by 5 squares for the first attack you make with it, before the end of your next turn.[/COLOR] *[COLOR=RoyalBlue]Aim Assist: Minor Action This weapon gains the Brutal 1 property for the first attack you make with it, before the end of your next turn.[/COLOR] Instead of reloading for everything... put something like this in: [COLOR=MediumTurquoise]Alt Fire Switch: Minor Action You swap this weapon into Alt Fire mode. If the Weapon is already in Alt Fire mode, the weapon switches into Nomal Fire mode. Alt Fire mode can only be used for basic attacks. You cannot use a weapon in Alt Fire mode with any Class' At-Will, Encounter, Utility or Daily powers.[/COLOR] (This way it forces the player to use the weapon's powers or their own... unless they somehow have cool powers that allow them to use weapon's Alt Fire.) Also, some of the Weapon Properties are way powerful. Spray should be the only one that counts as a ranged basic. Spray can be buffed a little more: make the secondary attack autohit. [SIZE=3][/SIZE] [/QUOTE]
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