Jump to content
Search the Community
Showing results for tags 'weapons'.
Found 19 results
-
In Depth Look at Weapons As we continue our work on the SWAT module, this last Friday we put live a new Identity Insider video showcasing the weapons in Identity. It's an incredibly detailed system. If you haven't seen that video yet, I'd recommend checking it out now before continuing in this newsletter, as the focus of this dev blog post is going to be going into detail about what you see in that video. Check it Out! If you haven't seen the latest Identity Insider video, check it out now. If you have, watch it again because it's awesome! Identity Insider: Weapons on YouTube It's even better than it looks We tried to keep the video short and to the point, so we couldn't talk in too much detail. I'm excited about where we are right now in development, and I've been itching to explain just how great this is. We made some bold claims, such as no game in history having had weapons this detailed and it's quite true. Some games came close, but even then their calculations were approximations based on real data. In Identity, we've taken a physical approach to all things combat and vehicle related. That is, we're able to plug in data from real life into our system and our code drives true ballistic physics naturally. It means we're able to add new types of weapons and ammo incredibly quickly, and it'll just work. Some people have been expressing that this hasn't been done in MMORPGs before because it's impossible for performance reasons, but our calculations are so optimized that the entire projectile is processed in fractions of a millisecond. It's detailed and accurate, but built from the ground up for an MMORPG, too! Melee combat I'm going to step through the key parts of the video and describe, in detail, what makes Identity different from anything you've seen before. While we show off some cool weapons in the video, and there are many more not featured, it's important to note that powerful guns aren't going to be commonplace. Most people will be armed with a handgun or similar. Because of this, melee combat will be a frequent sight and we want it to feel right. Part of the issue with melee combat in most online games is that it's just a click-fest and there isn't real room for player skill. This isn't the case in Identity, where a skilled player will almost always knock the other out. Before I made Altis Life (an old and very successful Arma 3 mod) I worked on a game called Mortal Online, which was all about melee combat. Hand to hand fighting, or using melee weapons, works much in the same way here. Another game it could be compared to would be Mount & Blade, as the control system for blocking and attacking is quite similar. In Identity, there aren't special "attacks" which deal artificial damage, but instead the actual physical movement of the body or weapon which applies a force on impact that is similar to that of real life. For example, if you were swinging a baseball bat at someone, it would be the actual bat shape which hits, and the material it's made of, it's weight, how fast it's moving and more which determines the damage it deals. Note the red circles on the boxing gloves with the image above, and as seen in the video. These are physic impact points for the boxing gloves, which collide to deal damage. They're only shown for debugging and illustration purposes, and won't be visible in-game. Weapon fidelity On topic of the bullet jamming in the Insider video, there are many factors which are controlled at a detailed level in Identity. That's not to say it's something you'll have to worry yourself with often, though. Jams will be rare and will mostly happen with cheap firearms and/or those which are in poor condition. A few of us on the development team spent a good deal of time at the shooting range here in Ottawa, paying close attention to these sort of details. You'll need to maintain your guns if you want to keep them in good shape, but don't worry as it won't be tedious. If worry about the ammo in your gun isn't your thing, just buy the cheaper and commonly available ammo; however, if you want to maximize your effectiveness you can choose the right ammo for the situation. The Insider video also mentions being able to customize your ammo. Our physics models are so accurate that a hollowpoint bullet will fly slightly differently than a full-metal jacket bullet. It'll be so slight you won't really notice, though. Where the difference really comes in is with penetration and damage. As in real life, in Identity you can have empty gun magazines (you don't drop them when empty, because they're actually valuable). If you buy a box of ammo you can then fill the magazine as you like. A single gun can fire different bullet types as well as different bullet weights (grains). Gunsmithing We have mentioned several times now that more powerful guns are rarer, and that's because illegal firearms can't be purchased in a shop. You'll find handguns, some shotguns and hunting rifles there, though. Outside of that you'll need to know, or become, a gunsmith and/or a gun-runner. These aren't forced classes or occupations, but with Identity your character is simply what you decide to be through action. Anyone can do anything. Modifying your weapons will typically have pros and cons. For example, changing out a trigger could mean improved fire rate but have an affect on accuracy, as well. A new magazine release could mean faster reloads but less mobility. This will be based on several factors such as the type, quality and condition of the component. You'll be able to tailor the weapon to suit your needs and preferences. Physical accuracy of ballistics and penetration In the very first days of Identity's development, we got our hands on crime-lab documents which we based our in-game bullet ballistics upon. The result was absolutely true-to-life bullet behavior which we could expand upon with very little effort. In the video, you'll see this come into play when we shoot into the air. That might have been a bit better to show at night, though! Since the release of the Town Square module we've been focusing on SWAT module development. Part of this was the improvements, based on documents from the US Navy, into penetration calculations. Because our systems are designed to take real-world units, using real formulas was a logical progression. The results were something few other games have done, and something no other game has done this accurately. When a bullet hits a surface the system analyzes the material that was hit and knows the finest details of that material's real-world makeup. It then travels into the object, or bounces off of it with a ricochet. If it travels inside, we use other physically accurate formulas to penetrate exactly as far as it should, right down to a fraction of a millimeter. If the bullet is passing through a dense material, it can change directions from hitting hard spots. An example of the hard-spot is when I shot the kevlar vest in the video. Most bullets did not penetrate the kevlar (this vest did not have any metal plates in it), but a couple did get through with a big loss in energy. That was not a random chance, but the bullets hit a spot that had slightly less kevlar. A few millimeters of extra kevlar was the difference between stopping and penetrating. Now that is detail! Organ damage The organ damage system you saw in the video is partly our ballistics system in action, and part the medical mechanics. As the bullet enters a soft body, it can break apart and fragments can spread out, especially when using hollowpoint bullets. A shockwave also causes damage just inside the cavity. This spread can damage, or destroy, organs that it contacts. We currently have modeled two lungs, the heart and brain. We may expand on this in the future, too. When the bullet, or a fragment, passes through the organs it will cause specialty damage to the character in addition to the base damage that happens from the impact. This hit will either cause instant death or hinder the character in addition to being damaged. Blunt trauma is a different story, and can affect vision or mobility. As a paramedic, you'll need to examine the injured player and treat them accordingly. If the examination shows bubbles in the blood, for example, you'll know a lung has been hit. Paramedics will go through a quick class and test when they take the job to ensure they know best how to treat people who have been shot. Step into the Town Square! The Town Square module is now released and available on Steam. If you haven't had the chance to try the Town Square and experience a small piece of the Identity world, grab your Steam key and check it out. Identity Town Square module trailer With the Town Square now running smoothly, we've shifted much of our focus to feature development for the SWAT module. We'll continue to fix bugs and add other features to the Town Square, too. Get your Identity Steam key! To get your key, login on the main site at www.IdentityRPG.com. You can then go to the Account tab of your profile where you'll see an option to link your Steam account. You must have BETA ACCESS on your account to claim a key! ATTENTION! You can only attach one steam account to one game account, and it's permanent. Be sure you're logged into your game account which has the items you've purchased before attaching a Steam account! Once you've obtained your key from the Identity website you can enter it into your Steam client, but be sure that you're logged into the Steam account where you'd like to own Identity. Click the Games menu in Steam, and then Activate a Product on Steam. -- John VanderZwet
-
Hey just wondering at what time the gun range will become open to the public so to say... The developers have been amazing by the way to fix all the issues at launch so i understand why it will maybe take a bit of time until it opens.. Keep up the great work btw!
-
Screenshots of the police station, clothes, weapons, cars and more! They said they would launch in this first MODULE Weapons Others Clothes
- 5 replies
-
- police station
- weapons
-
(and 2 more)
Tagged with:
-
Was wanting to ask your plans to impliment Explosive Weapons... Such as Molotovs, Grenades, IED's, Car Bombs, RPG's, etc
-
Hello Will there be weapons included in the townsquare module or is it all just safezone and nobody can damage anyone?
-
EMS Vehicles, Weapons, Clothing, ect
Shnikies posted a question in Tourism <span style='font-size:0.7em'>(Q&A)</span>
Afternoon, I have surfed the forums, I got wet, and at the end I didn't find what I was looking for, so here I am. I am inquiring about an earlier comment regarding law enforcement's inability to wear civilian clothing when on duty, and the latter. My question would be, if individuals expressed interest in providing private security, would there be assets in place for them to do so? ie: would they be able to utilize law enforcement type restraints, vehicles and weapons? I am curious as to what the limitations are between civilians and law enforcement? If this thread is misguided and I just had water in my eye while surfing, please let me know what beach I should be surfing! Thanks again, -
So, on Steam there is this game, Miscreated, i think if im right its in alpha but i dont remember. Yes its again a Zombie Survival game like DayZ and H1Z1 but i do like it after a few hours of gameplay. You can Build bases, gear up and fight Zombies and Players. At the moment there are rarely zombies and i think this could change in the future. The map is pretty Big, takes you some time from A to B. You can craft weapons and traps and etc also there are small customizing options like right or left eyepatch and white or brown Cowboyhat. My fav thing in the Game are the Gnomes you can find
-
question Attaining Illegal Weapons
ForestCayden posted a question in Tourism <span style='font-size:0.7em'>(Q&A)</span>
Hi all! @Paratus and @Motown what are some ways of attaining illegal weapons such as an M4A1 or MP5. Or other guns that the SWAT would have. You have to attain it while being a civilian or criminal. -
important In-Game Weaponry
ForestCayden posted a question in Tourism <span style='font-size:0.7em'>(Q&A)</span>
Hi, I haven't posted in a while (almost about a year) I see that the progress is now at 89%, they are so close! I still have not invested in the game and will hold out until the final released or the paid beta. Anyway, my question: How will the weapons in the game be categorized? Like Real Life? Machine Gun, Pistol, and Rifle (going with what the US ATF considers each therefore an Uzi would be considered a automatic pistol). Or with your own categories. Also would the guns in the game be based off real guns, the real guns, or totally made up. To me I would prefer if the guns were real name, fire rate, recoil, etc. Also will there be world modification say if I wanted to blow up a bridge in the game to stop a convoy of illegal contraband from crossing it, could I and would the bridge be gone until a highway crew fixed it? Also will there be Chainsaws to cut down trees? Pepper spray to stun a player with bad intentions? This has been about more than weapons, but this stuff matters. -
I'm a business man looking for opportunities to help my other endeavors run via... less ethical means. Here's what I'm offering: - I buy and sell guns, don't expect them to be cheap as you'll get them without a serial number and you wont need a license. - Explosives, C4, grenades and teargas again not cheap... you get this stuff without looking fishy as fuck. Buying and selling - Heavy weaponry, light machine guns, mounted machine guns, extremely expensive. Buying and selling. - Armour and riot shields. Much cheaper but still at a price. Buying and selling. - Armoured cars, extremely expensive. Partnership: I'm looking for good firm customers that I know will come round to me when they need quality goods.
- 1 reply
-
- weapons
- explosives
-
(and 1 more)
Tagged with:
-
If there are going to be security cameras in the game then say if you rob a store or a bank then if you don't shoot the cameras then the police will be able to use this as evidence to make you wanted if they do not catch you. If weapons have a lifetime then how does that work? They should make it so if you have the gun in your safe at home then the lifetime pauses, but if you carry the weapon round with you then it will resume.
-
Different holsters/holstering actions for firearms. For example, if we have a shotgun or rifle.. you obviously can't hide those inside your shirt or pants, so perhaps we should be able to have them slung on our backs or lowered in our hands whereas they aren't just pointing where you are looking making it seem as if you're going to shoot someone. Also, with handguns, there should be an open/concealed carry option for having them on your person. Another idea might be.. weapon attachments? Basically, if a player has a firearm, you'll know it unless it's a handgun being carried from a concealed spot and rifles don't just magically go back into your pocket or 'backpack'
-
I personally believe that every citizen of Identity should have access to firearms (with some exceptions). I think that it is crucial for people to have this right because if the government and cops have all the guns then they can do what ever they want to the civilian population of this island. This would also heavily fuel the illegal weapons trade which would result in more deaths and crime. Another point that I would like to make is that it's not the law-abiding citizens who you have to worry about, it's the criminals who are going to get guns anyway and commit their crime. I want people to be able to defend themselves from these criminals. After all it is every man's inalienable right to bear arms! Now to the exceptions that I was talking about. These would be people who have been convicted of violent crimes or have been hospitalized for mental health issues in the past. They will not be allowed to purchase a firearm. Violent crimes include robbery, murder, illegal affiliated gang involvement, and many more. Legal firearms will include pistols,rifles, and shotguns that are not automatic. You will need to get a special permit to carry an automatic rifle from the governmental office. You will also have to submit to a background check. If you want to purchase a civilian grade weapon (semi-auto) you will need a licence (the licence you can get from the gun store) and have to submit to a background check as well. My last point on this issue is that banning all guns will hurt a crucial legal business and that is gun trading/selling or manufacturing. This would cut jobs and make people poorer in the end. This would also shift the money supposed to be going into law abiding citizen's pockets to gangs and underground dealers thus promoting more crime. Questions? Please ask and I will answer to the best of my ability. Note: Since the game hasn't come out yet there is no telling what I can and cannot do for laws. This is where I stand as of right now,
-
Have the Devs decided on weapons that will be in the game? Is there a list somewhere? Also, will there be modifications for the guns (i.e an additional scope on a weapon). Is there some form of crafting bench that is used to make weaponry, or do you need blueprints to make the weapons?
-
manufacturing Donaldson & Guns - We Supply the Protection
AndrewDonaldson posted a topic in Board Room
Donaldson & Guns -We supply the protection- [---------------------------------------------------------------------------------------------------] Check out our new website! [--------------------------------------------------------------------------------------------------] Our Goals At Donaldson & Guns, we strive to supply the best source of protection one could ask for. Our firm provides protection to any and all, seeking the protection of a firearm. Donaldson & Guns is a completely legal firm, with no holdings in crime or any other form of illegal activity. Every firearm and weaponary produced is of the highest standard and factory new. About Us For 15 years Donaldson & Guns has produced the highest condition of firearms and weaponry for Government run organisations to simple shop owners. Our weapons and ammo are manufactured in a top tier factory, where they are precisely designed for maximum efficiency. Once built, they are stored and shipped to any destination the buyer requires. Accordingly, Donaldson & Guns guarantees perfect condition of all weaponry and firearms to be delivered swiftly and safely, or your money back. Our Services Pick the firearm of your choice: Every firearm can be bought at Donaldson & Guns. If the customer needs advice on firearms or weaponary, the experts at our firm can assist you in the selection. Select modifications, if any: When purchasing from Donaldson & Guns, anything about the firearm can be changed, from the colour down to the type of grip on the weapon. Pay for the firearm: Once the firearm has been crafted, if with modifications, then the customer will pay on the day. No credit purchases can be made unless specified otherwise from a manager or owner. Delivered to any location: Once all transactions have been processed, the firearm can be delivered if the customer would like it delivered. The firearm may also be picked-up from the Donaldson & Guns' store. List of Confirmed Weapons in Identity AK-47: The AK-47 is a selective-fire (semi-automatic and automatic), gas-operated 7.62×39mm assault rifle, developed in the Soviet Union. Even after almost seven decades, the model and its variants remain the most popular and widely used assault rifles in the world because of their substantial reliability under harsh conditions, lower production costs compared to contemporary Western weapons, available in virtually every geographic region and ease of use. Colt M4A1: Throughout the world today, the Colt M4’s reliability, performance, and accuracy provide joint coalition forces with the confidence required to accomplish any mission. Designed specifically for lightweight mobility, speed of target acquisition, and potent firepower capability - the M4 delivers. The M4 can be comfortably carried, yet be instantly available to provide the level of firepower, dependability and accuracy of a 5.56mm rifle. Beretta M9A1: The Beretta M9A1 evolved from the base design of the battle-tested and proven M9 pistol, with input from military and law enforcement agencies around the world. Developed to meet the demanding requirements of the U. S. Marine Corps, the M9A1 incorporates the established reliability and performance of the M9, with added features needed for the ever-changing missions of peacekeeping forces. Glock 21: Remarkable for its accuracy and light recoil, the Glock 21 delivers the legendary stopping power of the .45 Auto round with a 10/13 round magazine capacity. Countless law enforcement units swear by the G21 pistol, and that's why this powerful, lightweight, all climate workhorse is standard issue from the North to South Poles. Benelli M4 Super 90: The Benelli M4 was the first gas-operated shotgun that Benelli manufactured. Weighing in at 7.8 pounds, the latest Benelli M4 tactical shotgun fires a 12-gauge round. With a barrel length of 18.5 inches, the Benelli M4 has an overall length of 40.0 inches. Its high degree of maneuverability and its durability are what make the Benelli M4 a popular choice of military and law enforcement members around the world. Taser: A Taser or conducted electrical weapon is an electroshock weapon sold by Taser International. It fires two small dart-like electrodes, which stay connected to the main unit by conductors, to deliver an electric current to disrupt voluntary control of muscles causing "neuromuscular incapacitation". Colt Python: The Colt Python is a double action handgun chambered for the .357 Magnum cartridge, built on Colt's large I-frame. Pythons have a reputation for accuracy, smooth trigger pull, and a tight cylinder lock-up. Desert Eagle: The Desert Eagle is fed with a detachable magazine. Magazine capacity is 9 rounds in .357 Magnum, 8 rounds in .44 Magnum, and 7 rounds in .50 Action Express. The Desert Eagle's barrel features polygonal rifling. The pistol is primarily used for hunting, target shooting, and silhouette shooting. MP5: Probably the most popular series of submachine guns in the world, it functions according to the proven roller-delayed blowback principle. Tremendously reliable, with maximum safety for the user, easy to handle, modular, extremely accurate and extraordinarily easy to control when firing – HK features that are particularly appreciated by security forces and military users worldwide. AR-15: AR-15 rifles are lightweight, gas-operated, magazine-fed and air-cooled. They fire an intermediate cartridge and are manufactured with extensive use of aluminum alloys and synthetic materials. The design splits the rifle into two major components: the lower half, containing the trigger and buttstock and the upper half, which contains the bolt and barrel. This approach allows modular replacement of components. Mosin Nagant: The Mosin–Nagant is a five-shot, bolt-action, internal magazine-fed, military rifle, developed by the Imperial Russian Army in 1882–91, and used by the armed forces of the Russian Empire, the Soviet Union and various other nations. Career Opportunities CEO: Andrew Donaldson Head of Delivery Services: Undecided Head of Manufacturing: Undecided Head of Security: Undecided Legal Aid: Clout PLLC Law Firm Individual Manufacturers: Undecided Please PM if you are interested in a position at Donaldson & Guns Leave in the comments which design you prefer. Thank you. Design 1: Design 2: Design 3: Design 4: This article is not complete and will continue to be updated. Thanks for reading. Andrew Donaldson CEO of Donaldson & Guns -
Amount of weapons being able to carry has been discussed, but i didn't see much about concealing weapons. In reality you could carry about 4 or 5 guns maximum but that would be highly visible, i was thinking that if you purchase certain clothes they will have a concealment bonus. Like certain clothes conceal certain weapons. For example, if i purchased a coat, i could conceal 1 handgun with this, but can be found if under a shakedown. Small weapons can have a resistance against shakedowns like a percent chance it can be found. Like a PPK Pistol could have a 30% chance of being found, but with the right clothing it could be lowered to 20%. Switchblades could have a 10% chance of being found, but with some heavy clothing you could put it in a concealed spot that makes it undetectable. Also having attachments to weapons lowers concealment such as a silencer. Of course you can just have a pistol strapped to you but everyone can see that and unless you have a license for that police are going to confront you.
-
I am curious, I know I have heard that police officers will be able to get things like stun gun. Will there be other kinds of Non-lethal weapons available? For everyone? Not just police, but citizens as well. If I were to live a life and I knew that there are dangerous people all around me... and I don't want to kill someone. Could I obtain a non-lethal weapon such as a stun-gun/tazer/pepper spray/ or rubber bullets for a fire arm? Something to distract the suspect long enough to get away or call for the police? I would love to see things like this in the game.
-
Hello! what weapons will come in this game? what sort of weapons for the police force, criminals, civs. What sort of weapons will come out ? Melee weapons, long range, short range? What do you guys think or want in the game? Shout it out i want to know..
-
so we know theres gona be weapon customisation in identity, there are a few specific things i would REALLY like to see post things you want in the way of weapon custiomisation, personally i think the ability to paint your weapon or have skins would be awesome.
- 12 replies