yup I have no excact weapon Idea, but it just base Ideas of weapons. haven't figured any cool weapon which is built up like this.
I have 4 types of stacking Ideas.
1. stack DOT damage. (DOT = damage over time)
take for example the flamethrower, say it does 2damage per secounds with its afterburn effect over 10secounds. but if you where to shoot like 10shots at one specimen, it would do 20damage per secounds instead of only 2hp per secounds
2. you multiply DOT damage.
same as the idea above. only that you multiply the damage rather than stacking it.
by example: lets take the Husklauncher, say it does 6damage per secounds with its afterburn effect over 10secounds but if you where to shoot the specimen twice. the damage will be calculated by (2x2)x3=12 or if you where to shoot it 5times. it will be calculated like this (2x5)x3=90. ofc you can change the formula.
3. Multiply damage effect.
ok, for this I will be using pipe bombs as an example. say that pipebombs does 100 damage. but if you hit the same specimen with a secound pipebomb the attack will be multiply with 1.5 doing 150damage, and a third pipe bomb will do 200damage. making it a total 450damage instead of just 300 which 3 would done normally.
and it should also be a time frame aswell. if the pipes dont explode under example 3secounds. the damage wont be multiplied.
4. Combo ablity effect
Idea is that weapons are compitable with eachother. and if you use the right weapons you can unlock certain negative/positive effects on a specimen.
say example you are a squad of 3, and uses 1bulpup, 1ak and one 9mm. if you use this combination on weapons at one specimen. by using this combination the specimen will become example under the effect of "crippled" and move 25% slower.
I have 4 types of stacking Ideas.
1. stack DOT damage. (DOT = damage over time)
take for example the flamethrower, say it does 2damage per secounds with its afterburn effect over 10secounds. but if you where to shoot like 10shots at one specimen, it would do 20damage per secounds instead of only 2hp per secounds
2. you multiply DOT damage.
same as the idea above. only that you multiply the damage rather than stacking it.
by example: lets take the Husklauncher, say it does 6damage per secounds with its afterburn effect over 10secounds but if you where to shoot the specimen twice. the damage will be calculated by (2x2)x3=12 or if you where to shoot it 5times. it will be calculated like this (2x5)x3=90. ofc you can change the formula.
3. Multiply damage effect.
ok, for this I will be using pipe bombs as an example. say that pipebombs does 100 damage. but if you hit the same specimen with a secound pipebomb the attack will be multiply with 1.5 doing 150damage, and a third pipe bomb will do 200damage. making it a total 450damage instead of just 300 which 3 would done normally.
and it should also be a time frame aswell. if the pipes dont explode under example 3secounds. the damage wont be multiplied.
4. Combo ablity effect
Idea is that weapons are compitable with eachother. and if you use the right weapons you can unlock certain negative/positive effects on a specimen.
say example you are a squad of 3, and uses 1bulpup, 1ak and one 9mm. if you use this combination on weapons at one specimen. by using this combination the specimen will become example under the effect of "crippled" and move 25% slower.
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