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RoninGotPicks

Advanced Weapon System (AWS) - Modular Firearms in DayZ

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Hello DayZ Forums,

I've decided to switch over from the /r/DayZ subreddit to share with you guys (the fans) as well as the DayZ development team an idea for expanding the way firearms function in DayZ Standalone. I call it the Advanced Weapons System, or AWS for short. Below you'll find a full explanation of how it works as well as some concept pictures to go along with it. Please keep in mind I am not the best at Photoshop, and the images are only there to reinforce the concept.

DayZ Standalone - The Current Firearms System

In the current iteration of DayZ Standalone (version .60), the following firearm types are available based on firing-action (Please note: Projectile Weapons (Bows) and Explosives are not listed):

  • Bolt-Action Rifles
  • Lever-Action Rifles
  • Break-Action Rifles
  • Break-Action Shotguns
  • Pump-Action Shotguns
  • Semi-Automatic Rifles
  • Full-Automatic Rifles
  • Semi-Automatic Pistols
  • Submachine-Guns

Given these firearms, the following attachments can be added to the firearm in-game (keep in mind some attachments do not fit certain firearms):

  • Buttstock
  • Handguard
  • Sight / Optic
  • Barrel Attachment
  • Rail Attachment(s)
  • Magazine
  • Cover (Ghillie Wrap)

Unfortunately for users like me, I find the current iteration of the attachment system to be a bit... underwhelming. After all, other attachment systems in game such as vehicles require WAY more sub-components to function, and often go into a higher fidelity of detail on what parts are required to get that system to work. Given that firearms are comprised of many different sub-components, I find it fit to go into a higher detail on what's required to get that weapon to function in-game. As you will see later, this also opens up the possibility for a wide-variety of customization options for the player.

Expanding the Attachments for Firearms - Introduction to the AWS System

To start off this explanation, we'll be focusing on one of the most modular firearms in the world - the M4A1 Carbine. Don't worry though - I'll get into detail about how this system will effect other rifle types later in this post. For now, let's take a quick examination of what the M4A1's attachments list would look like under the new system:

  • Complete Upper Receiver
    • Bolt
    • Barrel
    • Handguard
    • Upper Receiver Housing
  • Complete Lower Receiver
    • Buttstock
    • Trigger Group
    • Lower Receiver Housing
  • Sight / Optic
  • Magazine
  • Rail Attachment(s)
  • Barrel Attachment
  • Cover (Ghillie Wrap)

5u21lnk.png

 

Under the new system, we'd see the addition of several sub-components of the rifle: most notably the Bolt, Barrel, Trigger Group, and Weapon Housing. These sub-components can be put together to create one whole component of the rifle, which is then used as an "attachment" to the weapon to make it complete. In the M4A1 Carbine example given above, the weapon would include 7 attachments, with 2 attachments being critical for the rifle to function (the complete upper and complete lower receiver). Between the complete upper and lower receiver, there would be 7 sub-components required to get the weapon to work. It's important to note that this system would make highly sought after weapons HARDER to put together as they would require more parts to function completely, thereby making these firearms RARER. As you will see here in a bit, this opens up the possibility for a wide-variety of customization and damage values to be applied to the weapon:

 

LudOJdc.png

 

Item Condition and Sub-Components of the Firearm: How Damage is Calculated under the New System

Under the AWS, each sub-component would have it's own item condition value (i.e. Pristine, Worn, Damaged, Badly Damaged, Ruined). The total condition value of the weapon would be calculated by taking the average of the conditions of the various sub-components. So if you had a worn bolt, badly damaged barrel, badly damaged handguard, and worn receiver housing - the item condition of that upper receiver would be damaged. The system then takes the condition of each receiver (upper and lower) to calculate the overall condition of the rifle itself. In this case, let's say we had a worn upper receiver and a pristine lower receiver - the overall weapon condition would be worn (the system always takes the lower value if confronted with an unclear choice). This also means that weapon cleaning kits would play a whole other role in DayZ Standalone. Instead of just cleaning the weapon itself, you would have to maintain all the various sub-components of the weapon, making the weapon cleaning kit much more valuable.

 

DbKEPOo.png

 

Weapon Customization: Opening Up the Doors for LOTS of Customization

As we all know, highly modular firearms like the M4A1 Carbine are capable of barrel swapping, caliber conversions, and different quality-of-life add-ons such as heavy pull triggers, nickle-plated bolts and barrels, and all that jazz. With this new system, you could potentially find a .308 barrel for the M4A1 with the proper housing and bolt for that caliber. What this means is that you could take the M4A1 and turn it into a long-range DMR, or re-convert it into a short-barreled SBR in a lighter caliber. This would obviously play into the ballistics model of the firearm, as different weapon configurations will output different results when the firearm is being shot. Different trigger groups could result in changes to the rate-of-fire of the firearm, and new housing molds for the receiver could be desired for different aesthetic looks and styles.  You could take an AKM and turn it into a short-barreled monster, or increase that barrel length with the right sub-components and run an "RPK-like" LMG. The possibilities here are pretty high, and as I mentioned earlier... this doesn't just apply to fully automatic firearms.

 

KAmTs0I.png

rCWHoEu.png

 

SO WHAT ABOUT OTHER FIREARMS RONIN?!

We've focused a lot on the M4A1 Carbine because it's a highly modular weapon, but what about the other firearms in DayZ? After all, there are a LOT of weapons to choose from in DayZ Standlone. Well, unfortunately some weapons are not as modular as others, so there are limitations to how customizable certain firearm types can be. Bolt-actions are certainly a firearm type that can see some customization options added to it under the new system, while firearm types like the break-actions would most likely have no change under the new system. To simplify things for you, here's a list of weapons that WOULD be affected under the new system:

  • DEFINITE Change Under the New System
    • Full-Automatic Rifles
    • Semi-Automatic Rifles
    • Bolt-Action Rifles
    • Semi-Automatic Pistols
  • POTENTIAL Change Under the New System
    • Submachine-Guns
    • Pump-Action Shotguns
  • NO Change Under the New System
    • Lever-Action Rifles
    • Break-Action Rifles
    • Break-Action Shotguns

Weapons like bolt-actions could have their stocks replaced potentially, opening up the possibility for bipod attachments and picatinny rail mounts on the top of the barrel:

 

qFI4Gng.png

5abWEQ0.png

b8DWFjw.png

 

Final Thoughts: Rarity, and Fitting into the Environment

Chernarus is an Eastern-European satellite state that has forseen many wars and political upheaval. With this in mind, we need to consider the rarity of these new weapon attachment spawns and how they would fit into the environment. It is almost certain that these attachments, sub-components, and weapon parts would be military-spawns only with the occasional lucky residential house find. Eastern-European weapon components like AK barrels and trigger groups should be more common, while NATO style attachments to firearms would be incredibly rare. I mean let's be honest with ourselves, I'd be damn impressed if you found a .308 barrel for an M4A1 in the middle of a Soviet state; needless to say, this is DayZ, and in this world we have seen a clash of NATO and Eastern forces. Perhaps with the advent of more dynamic events in the future, we could see these kinds of items spawning at those locations.

I personally believe that this new weapon attachment system would be more in-line with the other mechanics of DayZ (consider vehicle complexity), and it would make for much more weapon customization and rarity of certain firearms. It would open up the doors for people to finally get their "le omg kitted out MLG sniper rifle", but they would have to work HARD for it. With certain rifle types requiring many components to function, it would surely give players more of a reason to pursue military locations in search for these parts. 

If you've read this far, thank you for taking interest in this idea. I hope many of you have comments to share and ideas to add to this.

Until next time,

Ronin

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I think improvised attachments suite better in a game like dayz.  Attachments attached with duct tape, wire or with zip ties would look better. For example flashlight or crafted shotgun under SKS barel or bayonet on shotgun or Winchester 70.

But I like your effort, it looks really cool.

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I think improvised attachments suite better in a game like dayz.  Attachments attached with duct tape, wire or with zip ties would look better. For example flashlight or crafted shotgun under SKS barel or bayonet on shotgun or Winchester 70.

But I like your effort, it looks really cool.

You make an excellent point. DayZ has been and always will be about survival. And while these new items I suggested could make some pretty powerful weapons, it's important to consider rarity; after all, it is the apocalypse. I think improvised attachments should be the more readily available and common option, with majority of the playerbase resorting to those options because it's a lot easier to create and put together.

What I've proposed is more of an end-game goal that will keep players returning to military locations and always pushing towards something greater. If I had it my way, these weapon components would NOT be easy to get. I'm not just going to let every other player run around with an Archangel Mosin-Nagant mounted with a x10 optic, or else we'd be right back to the Overpoch days. In a theoretical world where my system existed inside the game, finding a player with that sort of high-powered rifle would be a tough challenge. Building an advanced weapons system like this would really be something reserved for long-term survivors who have lasted for days on a server.

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I like your idea. Great thread. And in addition, you shouldnt be able to maintain the gun while you´re running around like Usain Bolt.

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There's some good ideas here, but not all make sense in a post apocalyptic setting, much less one that isn't in the USA, it also adds a bit too much complexity.  The ability to swap out triggers, BCGs, lowers/uppers ect on an M4 is a stretch considering the setting and availability of parts.  However, such things as being able to swap out/modify stocks on certain rifles (the Mosin and SKS most easily come to mind) as well as 'general purpose' parts that can be added to a majority of guns via the 'crafting stations' that were hinted at.

For example, being able to make a 'sporterized' stock for the mosin/SKS to reduce weight at some (realistic) cost, IE less melee damage (when ranged weapon melee is added) with a sporter stock or the inability to mount a bayonet on the SKS.  Another example would be modding an SKS to take AK mags (something that would require some advance knowledge as well as grinding and welding, so a 'crafting table' and proper tools would be required) which would be irreversible.  This would also work with the 'sporterized' stock idea, as you could either make a stock from scratch (requiring wood, crafting table, tools, and time), modify an existing stock taken off the rifle (crafting table, tools, less time), cutting down barrels to make SBRs/Pistols (as well can for the mosin, less inventory space for less accuracy/some other trade off), making 'take down' guns and other 'Bubba' mods as we call them in the US.

They could add some 'tactical' stocks to game for certain guns but they would have to be rare.  I also mentioned earlier about 'general purpose' or generic parts, things that could be added to many weapons, like the hunting scope.  So you could say mount a small picatinny rail for to certain weapons (mostly civilian weapons) so you can mount things like flashlights/lasers foregrips ect.

(Unrelated note: You can't just swap out a barrel and BCG and fire .308WIN/7.62NATO out of an AR15/M4 rifle, you're probably thinking of the AR10 which has a larger magwell to accommodate said round, I'm also pretty sure they use a different buffer and spring, if not a different buffer tube as well.)

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51 minutes ago, IkaikaKekai said:

There's some good ideas here, but not all make sense in a post apocalyptic setting, much less one that isn't in the USA, it also adds a bit too much complexity.  The ability to swap out triggers, BCGs, lowers/uppers ect on an M4 is a stretch considering the setting and availability of parts.  However, such things as being able to swap out/modify stocks on certain rifles (the Mosin and SKS most easily come to mind) as well as 'general purpose' parts that can be added to a majority of guns via the 'crafting stations' that were hinted at.

Fair enough; I could definitely settle with this. Perhaps the aftermarket-style components for weapons could be added later as a mod when it becomes available to us. I'm sure all the PvP-focused servers would love something like this, especially in an Epoch-style setting (with trader camps and economy). But I'd take immersion over crazy-excess availability of parts any day, and I can't help but agree with your point here.

56 minutes ago, IkaikaKekai said:

Another example would be modding an SKS to take AK mags (something that would require some advance knowledge as well as grinding and welding, so a 'crafting table' and proper tools would be required) which would be irreversible.

I can definitely see something like this being a part of the vanilla game, especially since crafting stations were hinted at as you mentioned earlier. I like the idea of actually having to use these tools and special machinery at crafting stations to create the certain modifications desired. Great idea.

59 minutes ago, IkaikaKekai said:

(Unrelated note: You can't just swap out a barrel and BCG and fire .308WIN/7.62NATO out of an AR15/M4 rifle, you're probably thinking of the AR10 which has a larger magwell to accommodate said round, I'm also pretty sure they use a different buffer and spring, if not a different buffer tube as well.)

Thank you for the correction. My firearm knowledge needs a little brushing up :)

 

Cheers.

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2 hours ago, RoninGotPicks said:

Thank you for the correction. My firearm knowledge needs a little brushing up :)

Yeah, I'm a novice myself and in the middle of building my first AR.  It can get VERY complicated very quickly.

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They won't let us change out all these parts because it would require redoing or altering existing models, creating new ones and a ton of extra work. It's already behind schedule ("goals") and I bet they want to avoid any more feature creep. Some things don't have a compelling reason to exist in-game, given the probability of finding them, the work involved in creating them and what they would provide to the game. For example, duckbill magazines for SKS or Archangel stock for Mosin. Some modifications might be easier modeled as a separate weapon variant—for example, finding SKS already with TAPCO stock and 20-round magazine versus finding the magazines and stock sitting somewhere separately. Ideally the parts could all interchange but the weapons and parts would be spawned as variants in most cases.

Right now, I don't like how they use the attachment system excessively. One shouldn't have to go on a treasure hunt for parts that should logically spawn on the gun or nearby (eg, MP5K buttstock, MP5K compensator, certain weapons' magazines) and they should also avoid adding attachments just because they happen to exist (Mosin compensator). Some attachments should not spawn alone, or very rarely so (various rifle stocks and handguards, certain sights and optics, etc). They also shouldn't be afraid to spawn guns with standard attachments (in this day and age M4A1s will be issued with optics, ACOG or M68 etc should be the standard spawn, the great majority of Winchester Model 70s should spawn with a scope, etc). Some guns should not be able to accept the attachments they do (suppressor on 1911 or Makarov), some attachments should not be attachments (eg, folding stock and fixed stock FAL should be two different weapons). And of course attachments should not give any benefit or disadvantages that they do not objectively provide in real life (many examples).

Also, the game should be set up so that most survivors don't mess too much with their weapons. If you screw it up it's not like they can send it in or go and buy another one. The modifications should be kept relatively simple and functional.

 

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What I like in the core of this system, is that high tier military guns are extremely hard to stick together what increases their value a lot. Someone opened a threat a few days ago where he rant about the fact that its easier to get high tier mil guns with fitting ammunition than a good package of civ weapons. This problem would get solved. But I don´t think that it will find its way to vanilla because its a lot of work to do and this will ad A LOT extra work to the existing. But maybe a mod like Ronin said.

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