[quote=âDominae, post:168, topic:4531â]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 theyâd either feel it was âoversimplifying how awerzome guns areâ or âmaking stats even more simplifiedâ when we can all agree that the current stats are too sameây as is.
I think a variation on the Gun Store should go in where theres a basement, or a small âback room - wink winkâ 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 donât 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 âsame-y feelingâ.
I like this idea, a lot.
Iâm 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, Iâd 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 âpistol, rifle, shotgunâ.
Revisions!
.223
âM249
âscar-L
7.62
âM24
âM14
âscar-H
9mm
âmp5
12 gauge
âBenelli m4/1014
âUnderslung mod
Explosives
âM320/underslung mod
âGrenades
[spoiler=Military/rare]
All caseless firearms
.50
âBarrett m95
12 gauge
âAA12
Explosives
âc4
âMilkor MGL
âM72 LAW[/spoiler]
[spoiler=Police/common]
9mm
âGlock 19
.38
âTaurus pro 38
âs&w 619
.40
âSIG pro40
âs&w 610
12 gauge
âM500
âRem870
Energy
âStun gun[/spoiler]
.223
âM4a1
9mm
âmp5
7.62
âM14
[u]12 gauge
âBenelli m4/1014
Explosives
âNon-lethal[/u]
[quote=âGlyphGryph, post:174, topic:4531â]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 wouldnât be helped by having experimental caseless firearms everywhere, not without additional changes.
@binky
Theyâre actually legal- they just require a license, tax, and maybe modifications depending on state laws.
-Also, thereâre 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 âfirearmsâ skill just as medkits feed off âfirst aidâ.