TRL
Radio Bob Approved
- Joined
- Mar 16, 2022
- Messages
- 133
- Thread Author
- #1
I'm usually not one to bother making posts like this, but I feel that this change needs to be implemented quickly, or else risk inflation of the market with the introduction of the new scrap guns.
THE PROBLEM:
Scrap guns are currently too easy to craft. They cost minimal materials, have a low skill requirement, and the ammunition is the only real limiting factor when it comes to anti-citizens with a bone to pick.
THE COUNTER-ARGUMENT:
"But TRL, the guns aren't good! Their armor penetration SUCKS! It's supposed to be cheap, that's why they're bad."
This is a response I've seen a few times in regards to what I feel is a problem, and I thought about this and realized that this entire argument here centers around a Rebel - CivPro interaction, where both sides will have at least some armor to defend themselves with. But I think this ignores the group that'll be most affected by this: Non-rebel anticitizens and citizens.
a
This group of people are going to be suffering the most from the abundance of scrap weapons. Even the basic crafts like a Tikhar or Helsing caused these problems, though to a much lesser extent due to their low rate of fire. Spraying a scrap-SMG down in a building full of unarmored people is extremely easy to do, and requires little effort to actually do so.
THE SOLUTION:
My solution is simple. Re-integrate the use of light and heavy weapons parts into the crafting of guns that would logically require them. Scrap Assault Rifles, Scrap DMRs, SMGs, you get the idea: These should all require a bit more grind to get. Tikhar and Helsings I believe should be unchanged: If not for history's sake, then to offer that beginning foray into scrap weapons without necessarily running the risk of someone being able to easily mow down civilians with 2 screws, a wood board, and a scrap of fabric.
THE PROBLEM:
Scrap guns are currently too easy to craft. They cost minimal materials, have a low skill requirement, and the ammunition is the only real limiting factor when it comes to anti-citizens with a bone to pick.
THE COUNTER-ARGUMENT:
"But TRL, the guns aren't good! Their armor penetration SUCKS! It's supposed to be cheap, that's why they're bad."
This is a response I've seen a few times in regards to what I feel is a problem, and I thought about this and realized that this entire argument here centers around a Rebel - CivPro interaction, where both sides will have at least some armor to defend themselves with. But I think this ignores the group that'll be most affected by this: Non-rebel anticitizens and citizens.
a
This group of people are going to be suffering the most from the abundance of scrap weapons. Even the basic crafts like a Tikhar or Helsing caused these problems, though to a much lesser extent due to their low rate of fire. Spraying a scrap-SMG down in a building full of unarmored people is extremely easy to do, and requires little effort to actually do so.
THE SOLUTION:
My solution is simple. Re-integrate the use of light and heavy weapons parts into the crafting of guns that would logically require them. Scrap Assault Rifles, Scrap DMRs, SMGs, you get the idea: These should all require a bit more grind to get. Tikhar and Helsings I believe should be unchanged: If not for history's sake, then to offer that beginning foray into scrap weapons without necessarily running the risk of someone being able to easily mow down civilians with 2 screws, a wood board, and a scrap of fabric.