[quote=“Dominae, post:168, topic:4531”]I like the health-pool style simplification of the weapon stats ( The |||\ & ||| style) thing. I almost suggested it in my post earlier but was afraid people would go ballistic (pun intended) because they’d either feel it was “oversimplifying how awerzome guns are” or “making stats even more simplified” when we can all agree that the current stats are too same’y as is.
I think a variation on the Gun Store should go in where theres a basement, or a small “back room - wink wink” where you have a chance at bigger things. It should be a rare occurrence.
I think finding guns should be common, but finding ammo should NOT be. This is the end of the world … people grabbed their guns and fired off their ammo defending themselves. I should be able to fill a shopping cart with guns but ammo should be hard as hell to find. There should rarely be ammo on corpses really.[/quote]
Eh, I don’t trust bars- they tend to misrepresent weapons, or to miss out on fine granularity- (all small-caliber weapons would have 1-3 bars, most everything would be between 3-6, and the top 4 would be reserved for a handful of uber-guns). If anything it would just pronounce the ‘same-y feeling’.
I like this idea, a lot.
I’m ok with this so long as we can fashion our own- where there was ammo instead spawn shells, and be sure to include some primers & bits in gun shops.
Meh, I’d rather the former option. Only keeping the names would preserve the complexity/bloat, but get rid of the depth. Seems kindof superfluous compared to just ‘pistol, rifle, shotgun’.
Revisions!
.223
–M249
–scar-L
7.62
–M24
–M14
–scar-H
9mm
–mp5
12 gauge
–Benelli m4/1014
–Underslung mod
Explosives
–M320/underslung mod
–Grenades
[spoiler=Military/rare]
All caseless firearms
.50
–Barrett m95
12 gauge
–AA12
Explosives
–c4
–Milkor MGL
–M72 LAW[/spoiler]
[spoiler=Police/common]
9mm
–Glock 19
.38
–Taurus pro 38
–s&w 619
.40
–SIG pro40
–s&w 610
12 gauge
–M500
–Rem870
Energy
–Stun gun[/spoiler]
.223
–M4a1
9mm
–mp5
7.62
–M14
[u]12 gauge
–Benelli m4/1014
Explosives
–Non-lethal[/u]
[quote=“GlyphGryph, post:174, topic:4531”]They have replaced most of the police, with the remaining police playing a much more limited role (primarily managing the robots).
Also, I would assume that the caseless firearms would actually be the defacto military firearm, rather than antiquated weaponry like the M4a1
and ACR.[/quote]
That eliminates progression- gameplay wouldn’t be helped by having experimental caseless firearms everywhere, not without additional changes.
@binky
They’re actually legal- they just require a license, tax, and maybe modifications depending on state laws.
-Also, there’re only 4 calibers present,(.223 ARs, 9mm pistols, 00 shot, 7.62 battle/sniper rifles), plus the rare .50 sniper & explosives.
@dominae
Yeah, a better instant-failure mechanic can spice things up for late-game survivors as well, for all weapons.
Also agree with repair/maintenance kits, and durability based on a % chance every attack to deal a tiny bit of damage.
@walken
Improvised toolkits, and have both feed off the ‘firearms’ skill just as medkits feed off ‘first aid’.