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Implemented damaged variants of weapons.

Marco

Radio Bob Approved
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Joined
Jul 5, 2021
Messages
1,256
For expensive repair via gm communication, or scrapping via toolbox into iron material.

This suggestion is just a general idea for the majority of weapons dropped by enemies to be damaged instead of perfectly intact after a lengthy firefight and upon entering bleedout.

Please discuss what you think of this suggestion and how it could be implemented, if it is a good idea or not.
 
On the one side, I don't see it as the worst idea to be fair. However it also makes zero sense that a firearm magically stops working because it dropped onto the ground. It feels more gamey than anything, however I like the idea of damaged weapons. Perhaps drop them as loot where a person with sufficient enough repair skills can scrap it into something useful (weapon parts, iron, steel etc) or repair it via auths or GM communication.

One thing I definitely do not support is guns magically becoming broken after becoming downed. Perhaps a durability scale like with melee weapons? Say a gun can go through x amount of rounds of ammo before needing maintenance. Dropping weapons via bleedout etc can dramatically decrease the durability, but not break it outright.

Not sure how customizable the weapon base is, but perhaps adding occasional stoppages/misfires or other at really low durabilities as well as decreased accuracy.
 
Put the devs to good use, whip them real good.

Add and model every single part of the firearm there is, from the magazine catch to the firing pin. Rebel/crafted weapons start with shoddy condition, which in turn causes malfunctions, inaccuracies etc. Balances factions unless rebels capture equipment in droves and have enough materials/engineering to maintain the captured weapons which they never should, in return they should reside to cannibalising captured weapons for spares.

I fixed willard make me the owner.
 
This is a good idea. If weapon bloat is a concern, this is one step towards the remedy.

It gives more roleplay into acquiring a gun, we used to do group efforts towards repairing guns and having them sorted. Guns also used to be quite rare, so you'd be lucky to find a broken down gun, which then would need a bunch of repairs with raw materials, as well as finding somebody with the skill and know-how on how to fix them.

It used to be really fun. I'd love to see it in this community too.
 
ACCEPTED

We'll be introducing a weapon durability system
 
i like this, but the durability should be repairable, and should not break the weapons upon reaching 0, instead making it unusable till repaired. And scale repair costs to the rarity/cost of weapons. Junk weapons easy as hell to repair, pulse weapons, very very hard to repair, ect.

Oh, and have the repair either be an item you are crafting using crafting skills, or part of the crafting menu. That would cause some CPs/Cons to need to spec into crafting to repair their weapons effectively, meaning crafting will have more use outside of rebels, which I'm 90% sure are the only ones who need or use the skill.
 
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