Mod idea "muskets"

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brad1995
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Mon Mar 05, 2012 8:42 am

knight133 wrote:I know you guys love medieval weapons and not muskets so, i given up this mod. :cry:
:(
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gusmil
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Tue Mar 06, 2012 9:38 am

knight133 wrote:I know you guys love medieval weapons and not muskets so, i given up this mod. :cry:
Shame, I was all excited of this mod, oh well there will always be another person hopefully who gonna share your vision and carry it through

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txfirefighter
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Wed Mar 07, 2012 2:54 am

nooo! keep it up. why? because its yours! :(
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Vivoune
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Sat Mar 10, 2012 7:21 pm

Although I would not want that in Kenshi as an official addition, I know I'd eventually try and play a firearm mod if it were to stands up to Kenshi's standards and is implemented in a balanced way.

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ArcaneSaint
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Mon Mar 19, 2012 5:30 pm

It saddens me when a mod dies like this :(

@knight133: don't give up on an idea just because some people are skeptical, if you think you can do it and you really want to, just do it. There's only three ways it could possibly end:

1) The good way: The mod becomes a success, other modders regard you more highly and you have learned a lot from mistakes you made during the project and as a result have become better at modding/programming and can use your newly acquired skills in your next project.

2 ) The good way: The mod isn't successful, other modders regard you more highly (trying and failing is still better than not trying at all) and you have learned a lot from mistakes you made during the project and as a result have become better at modding/programming and can use your newly acquired skills in your next project.

3) Worst case scenario: You get eaten by a space-dinosaur with a jetpack, but that's always a risk, no matter what you do.

Though at the moment I'm not quite certain the modding system can handle something like muskets yet, though I suppose you could jury-rig it by setting an insane length/reach to a katana, and replace the model and animations. Though I'm not 100% sure that'll work as intended. I'll probably give it a try myself someday, though I really suck at modelling and animating, so don't expect too much of it.
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toaster Assassin
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Mon Mar 19, 2012 8:40 pm

The musket mod would actually go good with Kenshi. Adding muskets would make the game feel like the movie, "The Last Samurai".

Plus Chris already implemented tri-corner hats, and there will be turrets. (robot arms(maybe?) and weapon crafting). So yes we do love swords, but there will eventually be projectile weapons (so why not make more :D ).
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Kamos
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Mon Mar 19, 2012 11:18 pm

I think he already said turrets will be harpoon or scorpion like though.

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Tue Mar 20, 2012 6:36 am

Kamos said: I think he already said turrets will be harpoon or scorpion like though.
I know, but with the addition of projectile weapons I could not see how his mod would be out of place.
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wolfwood296
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Wed Mar 21, 2012 2:20 am

i think muskets its self would be out of place in the acually game, the turrets don't use any kind of gun powder and the possibillity of rifles that can hit someone 150 yards away, (made right after the musket) and when the research is added we would have the chance that weapon, a weapon that would end any form of life before they get a chance to fight.

but a musket mod would be awesome since some people do like guns and while the setting in kenshi isn't what i'd call the best place for a gun. Changing the settings a little (if possible) and give it a little more industry-era feeling would make the musket feeling (and the rifle if you can).
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Wed Mar 21, 2012 5:58 am

wolfwood296 wrote:a weapon that would end any form of life before they get a chance to fight.
That is only true if the person knows how to aim. ;)



Difference between a rifle and a musket is that the rifle has rifling(corkscrew like grooves on inside of barrel that cause bullet to spin (Which enables it to travel straighter) and the musket has a smooth barrel (low accuracy). Also the musket uses a solid lead ball as ammo, but the rifle uses a tiny lead bullet encased in a shell with a compound inside to activate it. So the musket would be reasonable, but the rifle I would have to say no.
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Hentz
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Sat Jul 28, 2012 7:16 am

lol yeah i think guns should be in game. I mean you have future looking doors

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Scotterius
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Mon Jul 30, 2012 9:23 pm

After a lot of thought, I think muskets fit well into the setting. The slow firing nature of them, really lends to combat in Kenshi as it stands now. The parties get one shot at each other before they charge in, and stopping to reload in combat would be suicide.

The real advantage though is not what it does, it is what it logically rules out. This would be bows. At first glance bows seem to fit, but their existence begs the logical defense... shields. I feel shields don't fit in Kenshi. (Samurai didnt use them, and while this really limited their military effectiveness to criminals and civilians, they looked really cool).

But muskets make shields worthless...and armor questionable and this is perfect for this setting.
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1337
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Tue Jul 31, 2012 4:19 pm

This all kinda makes me think about "the last samurai"
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lkenage
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Thu Aug 02, 2012 11:45 pm

I would actually be all for having muskets in the game. In terms of balance, if we're going to be having bows & arrows, crossbows and turrets (for city defences), muskets could fit in reasonably well.

To balance them, I think that they should be very, very inaccurate when a person with low proficiency is using it, but damage should still be very high. However, the damage of the musket will remain constant, so no matter how proficient a person is in using the gun, they can never do "more" damage with a single bullet. They could fire faster the more experienced they get. In the hands of a newbie, a musket should fire extremely slow (maybe a shot every 4 or 5 seconds).

Perhaps the only reason to use the musket would be for the range. Because a musket packs so much firepower behind every shot, it would make sense for the firearm to outrange most other weapons (such as bows or crossbows). Also, the musket itself (and ammo, if individual shots are used), should be VERY, VERY expensive.

In a combat situation, what could potentially happen is that if a character has a musket on one weapon slot and a sword in another, he will fire one or two shots off before closing in to engage in melee.


On a side note, if we DO include muskets, I think pistols would be a very cool addition too. They'd fire about as fast as muskets, do less damage, and can be equipped as a "side arm," which means that they could be equipped in the smaller weapons slot. What this could do is allow a bigass sword wielding character to whip out a pistol, fire a few shots, and then engage the enemy in close combat.

As another way to balance firearms, maybe a character with a very, very high weapon proficiency, defence level, and agility can "block" or cut bullets in midair.
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demonslay999
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Mon Aug 06, 2012 11:33 am

lkenage wrote:I would actually be all for having muskets in the game. In terms of balance, if we're going to be having bows & arrows, crossbows and turrets (for city defences), muskets could fit in reasonably well.

To balance them, I think that they should be very, very inaccurate when a person with low proficiency is using it, but damage should still be very high. However, the damage of the musket will remain constant, so no matter how proficient a person is in using the gun, they can never do "more" damage with a single bullet. They could fire faster the more experienced they get. In the hands of a newbie, a musket should fire extremely slow (maybe a shot every 4 or 5 seconds).
"Casual" loading, from a previous firing to being ready to pull the trigger for the next fire takes about 15 seconds for a 18th century musket (the loading procedures though were identical to earlier muskets, 17th century ones). Another thing about the musket is that they are horrendously inaccurate. Which is why in the 18th century volley lines were a must (one line fires as the others reload - as quickly as possible)
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geredis
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Sat Aug 11, 2012 1:10 am

For those wondering, I'm planning on more or less picking up this project from its idea state, and seeing it through to some sense of completion.

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wolfwood296
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Sun Aug 12, 2012 2:33 am

i agree that muskets are inaccuret and have a very low chance fo hitting anyone alone but when you got 20 guys with muskets firing in volley at any they will be more effective than any other force (in the game so far).

you got a goup of guys firing volleys of muskets balls into a charging samuri army. the volley would hit a lot of the enemy and take take mabye take them down, not just by headshot but also by bullets into the legs which would slow many into a crawling pace or fainting from the pain. also any opposing force that isn't hit by the volley would be terrified by the amount of firepower that just was thrown at them.

sure you got samuri that would charge anyways hoping to be a hero or something but more volleys were fired and 60 yards and and by the time the dude got half that distance there would already be people with reloaded muskets that would be ready to fire point blank which would make the musket even deadlier.

as i said before musket mod would be great but directly putting it into a game that might have myltiplayer would tunr the game into a place where everywhere you go there might be a group of people waiting to throw bullets right at you because they can (talking about myltiplayer (people can fire volleys with eachother (mount and blade napolianic wars)).
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