Weapon Design
Status: Working
Purpose
Section titled “Purpose”Weapon archetypes are defined by the combat questions they answer, not by a requirement that every familiar gun category ship. A new archetype earns its place only when it creates a new decision in movement, timing, range, setup, payoff, or build construction.
Shared design rules
Section titled “Shared design rules”Every weapon must establish:
- its range and positional role;
- its primary firing rhythm;
- a meaningful secondary function;
- a reload-equivalent action;
- whether it requires one hand or two;
- its strongest affix interactions;
- the enemy or encounter problem it solves;
- a readable silhouette and drop identity.
Reload is always a verb. Weapons without conventional magazines may vent, charge, cycle, transform, consume a resource, expose a weak state, or trigger an item-specific rule.
Baseline firearms
Section titled “Baseline firearms”- Automatic or bullet-hose weapon
- Burst-fire weapon
- Semi-automatic weapon
- Bolt-action or lever-action weapon
- Single-shot weapon
- Shotgun or blunderbuss
- Multi-barrel weapon
- Handheld cannon
These provide the most legible starting rhythms and should establish the baseline against which stranger weapons are understood.
Payload weapons
Section titled “Payload weapons”- Specialized shell launcher
- Rocket or missile launcher
- Stake, spike, or harpoon launcher
- Disc thrower
- Bow, crossbow, or sling
- Thrown or returning weapon
Payload weapons generally trade flexibility or sustained fire for a decisive spatial or timing commitment.
Energy and field weapons
Section titled “Energy and field weapons”- Beam weapon
- Charge weapon
- Spin-up cannon
- Wave emitter
- Impulse or sound cannon
- Arc, chain, or area field
These should alter tracking, exposure time, charge discipline, crowd geometry, or the relationship between the wielder and the environment.
Fluid and biological weapons
Section titled “Fluid and biological weapons”- Liquid or vapor pump
- Grown-projectile weapon
- Retractable tendril
- Spore, bloom, or swarm delivery system
- Living-reservoir weapon
These are opportunities for buildup, contamination, persistent states, ammunition that behaves like a living process, and weapons that visibly suffer or transform.
Deployed weapons
Section titled “Deployed weapons”- Trap
- Turret
- Drone or companion weapon
- Mine or remote charge
- Persistent-hazard projector
These convert weapon use into territorial control and should remain compatible with the game’s fast first-person rhythm rather than turning combat into passive waiting.
One-handed and two-handed commitment
Section titled “One-handed and two-handed commitment”A weapon belongs inside the two-set loadout model:
- one two-handed weapon, or
- two one-handed weapons.
Two-handed weapons should justify occupying the whole set through force, reach, defense, an unusually strong secondary function, or a distinctive casting or payload role. One-handed weapons gain value through pairing and cross-weapon interaction.
Optic link and secondary functions
Section titled “Optic link and secondary functions”True aiming belongs to the weapon’s optic link rather than a generic camera zoom. A weapon may instead use its secondary input for mode changes, detonation, targeting, charge release, field shaping, or another identity-defining action.
Dinim and affixes
Section titled “Dinim and affixes”Affixes should change verbs rather than merely raising damage. Useful directions include:
- ricochet;
- bloom;
- accuse;
- vitrify;
- echo;
- consume;
- reveal.
The weapon’s original function must remain readable beneath corruption. The strongest affixes create new loops with movement, Will skills, Manual skills, Titles, sockets, and enemy states.
Named weapons
Section titled “Named weapons”Named weapons have fixed identities and build-defining rules. They are exceptional authored discoveries rather than routine rewards from repeatedly farming story bosses.
Vertical-slice prototype priority
Section titled “Vertical-slice prototype priority”Begin with two sharply contrasting archetypes:
- a readable semi-automatic or automatic gun;
- a slower two-handed payload weapon with a strong secondary function.
Additional archetypes should be added only when testing shows they create a genuinely new combat decision.
Open questions
Section titled “Open questions”- Which two exact archetypes form the vertical-slice pair?
- What is the minimum set of baseline weapons needed to support meaningful loot variation?
- Which archetypes are appropriate for one-handed pairing?
- How many secondary-function families can remain readable on controller inputs?
- Which biological and field weapons belong to normal drops, named items, or transformations?