[Ability Concept] RNG Gun passive

come219

Active member
This hero fabricates a new type of gun everytime they reload.

This randomly generates ammo capacity, range, damage, how it fires, etc...

The hero can lock the gun like toggling an ability.

Sometimes you get a pistol with 20 bullets or a rifle with 10 bullets...
 
imagining he opens a lootbox as a reload 🤣 🤣 🤣

like the mystical lootbox is what grants him the random guns which are also random.

Active Reload is like quick opening cases - picks the random gun from the reel slot 🤣

maybe it visually looks like a COD zombies Mystery Box
 
(for the lols - this part of the concept is mostly for jokes)

at upgraded levels it may randomly apply a material with a float which may enhance the gun depending on the finish.

Graphite - bullets are silenced or sound like shooting from a silenced weapon
Fade - Bullets have a rainbow projectile
Case Hardended - bullets are also slightly larger
Doppler - Bullets apply cosmic which deletes heroes idk
Crimson web - reloading is slightly faster idk
Vanilla - Bullets and gun is normal...

at max level each gun type has a stattrak which adds damage idk
 
very simple visual example of reloading animation (with functionality of a random gun mechanic):

pictured in both cases are the hero reloading with their animation being shown next to the reloading crosshair

type 1: you can see the reels of the gun and with active reload and good timing you can choose a specific gun type,


type 2: more random, no gun reel animation
 

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alt-cast ability to return to default gun which has an independent ammo capacity.

respawn and spawn with default gun.
Perhaps this can be changed to be:

alt-cast would 'save' your current holding gun as a new default gun.
Although respawning/spawning would still give you the default base gun.

The two differences should offer two types of gameplay/niche/style of the hero:

1 - do you continually reroll/reload your gun and switch back to your base gun for 'more ammo' styling

2 - do you continually reload/roll to find the 'best' gun to save as your new default gun - which may lead to people constantly reloading and rerolling their gun in lane before they start to play the game (and since its RNG it could be throughout the entire game)

the second option would be more fun though because maybe you actually roll a decent gun, you would want to save it and reaccess it before it gets lost. Furthermore, Alt-casting would not give the hero/player another gun with ammo (being more balanced?)...

idk there's many ways to go about this ability - its quite an interesting one!
 
Gun Roll Table:
- Pistols, Handguns
- Shotguns, SMGs
- Rifles, Snipers
- LMGs
- RPGs
- Dual pistols, Dual SMGs, Dual rifles, Dual LMGs
- Heat-powered gun
- bolt action rifles, lock stock-barrel guns, wildwest (fistful of frags guns)
- Laser
- Mystic Wand
- Sword/Knife
- Hand Sorcery
- Gauntlet gun
- Deadlock guns (dummy pink gun, default base hero guns)
- 'Wonder' weapons,bow & arrow, crossbow...

Stats roll:
ammo (limits depending on the gun type)
bullet damage (limits depending on the gun type)
bullet velocity
damage per second (limits depending on the gun type)
weapon damage (limits depending on the gun type)
fall off range (limits depending on the gun type)
firerate (limits depending on the gun type)
reload time (limits depending on the gun type)

Fire-type rolls:
rapid fire, burst fire, circular spread shot, line spread shot.

Innate gun passives roll:
mcginnis gun, paige gun, charge-up, damage amplification, lifesteal, stack, true damage.

Alt-fire roll:
zoom, use more bullets for x, alt-type firing...

Bullet roll table:
projectile, hit-scan, laser, explosive, rocket, bullet, mystical energy, ...
 
this could be two types of heroes in that either:

1 - has a set of predetermined, various rarity, guns with predefined stats that he cycles through

2 - completely random RNG unique guns with completely random stats.


More notes:

These abilities does not work with Sinclair so I dont think they would be ultimates.

This ability probably could not work as an item, unless the gun looked incredibly dynamic but would require each hero to have more animations...
 
(for the lols - this part of the concept is mostly for jokes)

at upgraded levels it may randomly apply a material with a float which may enhance the gun depending on the finish.

Graphite - bullets are silenced or sound like shooting from a silenced weapon
Fade - Bullets have a rainbow projectile
Case Hardended - bullets are also slightly larger
Doppler - Bullets apply cosmic which deletes heroes idk
Crimson web - reloading is slightly faster idk
Vanilla - Bullets and gun is normal...

at max level each gun type has a stattrak which adds damage idk

What is a rainbow projectile? Perhaps adds 5 bounces to the bullets on surfaces/players?
Doppler could make enemy heroes unable to interact with other players or npcs. Make them like a ghost. Like everyone gains a Yamato ult transformation in respect to them for some duration.
 
Ultimate could be pack-a-punch ability that you can use on yourself or allies.

Which essentially provides a temporary buff to your gun, applies the pack-a-punch material.

Pack-a-punch for the RNG gun could boost its all gun stats to maximum limit for the duration.
 
Perhaps this can be changed to be:

alt-cast would 'save' your current holding gun as a new default gun.
Although respawning/spawning would still give you the default base gun.

The two differences should offer two types of gameplay/niche/style of the hero:

1 - do you continually reroll/reload your gun and switch back to your base gun for 'more ammo' styling

2 - do you continually reload/roll to find the 'best' gun to save as your new default gun - which may lead to people constantly reloading and rerolling their gun in lane before they start to play the game (and since its RNG it could be throughout the entire game)

the second option would be more fun though because maybe you actually roll a decent gun, you would want to save it and reaccess it before it gets lost. Furthermore, Alt-casting would not give the hero/player another gun with ammo (being more balanced?)...

idk there's many ways to go about this ability - its quite an interesting one!
To facilitate gun recycling, fresh guns should have a boost in power for the next 30 seconds, increased by duration extender items.
 
Ultimate could be pack-a-punch ability that you can use on yourself or allies.

Which essentially provides a temporary buff to your gun, applies the pack-a-punch material.

Pack-a-punch for the RNG gun could boost its all gun stats to maximum limit for the duration.
OOo, upgrading other people's guns eh? That could make for some very nice voicelines for the characters recieving new guns.
 
What is a rainbow projectile? Perhaps adds 5 bounces to the bullets on surfaces/players?
Doppler could make enemy heroes unable to interact with other players or npcs. Make them like a ghost. Like everyone gains a Yamato ult transformation in respect to them for some duration.
idk in dota during the events the hero's attacks will have different projectiles colours and I was just coming up with some generic colour
 
OOo, upgrading other people's guns eh? That could make for some very nice voicelines for the characters recieving new guns.

To build on this idea:
Single wield characters would have double wield.
Bebop would get a purple laser.
Drifter would get white void claws.
Grey Talon would get cyan projectiles and a frost-like effect to the bow.
Haze would have uzis.
Ivy would dual wield.
Kelvin would dual wield.
McGinnis would have a heavier minigun.
Krill could get a Spas, with extra headshot damage (but shoots slower with more spread).
Paige could get homing bullets similar to HL2 rpg rockets. So you can hit a target more than once. Explodes into more book bullets that you can't control. She could get a book over her shoulder, like an RPG. You can have multiple homing books at once, do some RPG hl2 tricks.
Seven would get weaker version of power surge permanently, with power surge being 25% stronger. Gun is electrified at all times.
Silver gains a hunting rifle, with improved scoping in (and yes, can 1 through it, though massive amount of recoil).
Venator uses double smgs, but also double gutshots (disables you from firing both at the same time, because he has so many hands!)
Vindicta would have a sniper/machine gun fusion. Ult would be 25% stronger, but takes a while for the barrel to transform into a big railgun cannister.
Viscous would get a goo flamethrower, that drops goo on the floor and slimes people with effects of goo on floor. Right click to explode goo in the air. Should be comparable to default Viscous gun.
Vyper dual wields (dear god).
Warden gets a machine gun.
Yamato gets sticky projectiles that explode. That beep after 2 seconds. Should explode for 25% of the Gun's damage. The projectiles could be more black to represent that they are explosives.
 
Why not dual wield Magic wands? It comes out from either hand, but the firing loop is as if it is automatic.
dual wielding maybe isnt always better, if you are firing twice as many bullets but you have bad aim you also are losing a lot of bullets.

also they already made animations for the rifle model
 
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