Immersive Engineering

Immersive Engineering

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Suggestions for New Firearms

bigqueenant opened this issue · 2 comments

commented

Explain your idea

Hello,

I understand that requests for "more guns" have been prohibited. However, I truly believe that adding more firearms to IE would be both useful and exciting. I looked into the reasons why "more guns" requests are declined in the Discord channel, and if I understood correctly, it is mainly due to concerns that new weapons might render existing ones obsolete.

With that in mind, I would like to propose some ideas that aim to minimize such concerns as much as possible.

Currently, the only firearm in IE is the revolver. While it is a great sidearm, I feel that the absence of primary firearms such as rifles or shotguns is somewhat disappointing. It would be fantastic if we could attach a bayonet or even a scope to a rifle! Combat is a major aspect of Minecraft, and I am confident that being able to utilize the many resources mined and processed through IE for firearms would add an engaging layer to gameplay. Additionally, introducing different firearms with distinct strengths and weaknesses would ensure that existing weapons do not lose their value.

Here are three weapons I would like to propose:

1. Rifle (Bolt-action or Semi-automatic)

Features:

  • Uses the existing cartridge system.
  • Reloads using a 5-round clip, similar to the revolver's speed loader.
  • Faster bullet velocity and longer range compared to the revolver.
  • Base melee damage of 5 (using the stock as a weapon), which is removed if a bayonet is attached.
  • Can replace the revolver in the turret recipe.

Drawbacks:

  • Slower reload speed and lower magazine capacity than the revolver.
  • Higher crafting cost.

Possible Attachments:

  • Precision Scope
  • Bayonet
  • Suppressor (reduces the range at which hostile mobs detect gunfire)

2. Gatling Gun

The Gatling Gun is an iconic symbol of firearm advancements and would fit perfectly into IE's aesthetic.

Features:

  • Requires electricity to spin the barrels, consuming power from a capacitor backpack or an inserted charged capacitor.
  • Can be mounted as a stationary turret.
  • A Gatling turret could also be introduced with similar properties.
  • High rate of fire.

Drawbacks:

  • Cannot move while firing.
  • Reduces movement speed when carried.
  • Overheats if fired continuously for too long, requiring a cooldown period before firing again.
  • Takes approximately 1 second to spin up before firing.
  • Very expensive to craft.

Possible Attachments:

  • Bayonet
  • Water-cooling system (slows down overheating)
  • Recoil stabilizer (allows movement while firing)

3. Grenades & Grenade Launcher (Multiple Grenade Launcher)

Grenades have been used since the early modern era and would fit well within IE’s time period.

Types of Grenades:

  • Fragmentation Grenade: Deals heavy damage with shrapnel but does not destroy blocks. Ineffective against Endermen. Loses effectiveness in liquids. Explodes 2 seconds after impact.
  • High-explosive Grenade: Comparable to a Creeper explosion. Effective even in liquids. Explodes 2 seconds after impact.
  • Incendiary Grenade: Ignites a large area upon impact.
  • Ender Grenade: Swaps the positions of the user and any entities within the impact radius.
  • Smoke Grenade: Releases a smoke screen 2 seconds after impact, inflicting blindness and slowness within the area.

The grenade launcher allows grenades to be fired over longer distances at higher speeds. While it shares some functionality with explosive cartridges, I believe it can coexist, just like bows and crossbows.

Features:

  • Fires grenades farther and faster.
  • Can be preloaded with up to 6 grenades.

Drawbacks:

  • Slow rate of fire.
  • Strong but resource-intensive due to grenade consumption.
  • Can harm the user or allies if not used carefully.

Possible Attachments:

  • Bayonet
  • Extended Magazine
  • Timer Fuse Adjuster (Allows the user to set the grenade's detonation time between 1–5 seconds, enabling mid-air explosions)

Additionally, it would be great to consider adding submachine guns, shotguns, bazookas, etc. As long as the characteristics of each weapon are clear, adding more firearms will make the game even more exciting and diverse!

The revolver would still retain its role as a practical and versatile sidearm, capable of holding 8–14 rounds at once. It remains the most convenient firearm and is well-suited for use as a secondary weapon, similar to a preloaded crossbow.

The railgun would continue to be the pinnacle of accuracy and velocity, ensuring its place as a high-tier weapon.

I sincerely apologize if this suggestion comes across as inappropriate. However, I would greatly appreciate it if you could consider it positively.

Thank you for your time and consideration.

commented

No, I'm not adding more guns.
It's even on the list of "things we're not gonna do" in our discord:

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commented

P.S.: I can't entirely tell, but your post feels like it was written by Chat-GPT.

It also ignores a actual features in IE? The Revolver can already have a Bayonet and Scope mounted to it. You don't need a Rifle for that.