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Implemented Gunskill Overhaul

OK so I think we can all agree that the gun skill is currently somewhat useless outside S2RP scenarios which, currently, are somewhat rare. This results in people with 1 gun skill being as good at combat as someone with maxed gun skill. This sort of defeats the whole purpose of having a skill system in the first place. So, to fix this, I believe the gun skill should have an affect over S2K.

  1. Gun skill should affect weapon accuracy:
    1. If a character with gun skill 1 picks up an M4, they are just as deadly at medium to long range as someone with 30 gun skill in S2K.
    2. To fix this, gun accuracy cones should be larger for people with a lower gun skill.
  2. Gun skill should affect weapon recoil:
    1. If a character with gun skill 1 picks up an MP7, they can shoot it with the same amount of control at full auto as someone with 30 gun skill in S2K.
    2. To fix this, gun recoil intensity should be higher for people with a lower gun skill.
  3. Gun skill should affect the weapons which characters can use:
    1. Someone with zero experience shooting a gun can shoot high caliber firearms (such as semi-auto 12gauge shotguns, high caliber rifles, etc).
    2. To fix this, certain guns (such as 12gauge, high caliber rifles, etc) should fly out of the hands of a character who has too low of a gun skill to shoot it.

These changes will add a lot more depth to character building, and allow S2K mechanics to be tied to your character's abilities. This is an RP server, after all.
1 and 2 are cool and pleas do
Number 3 is dumb af.
 
What if you drop your gun and it just clips through the floor or gets stuck in a floor prop?
 
Also, on the note of this apparently not being fair to rebels: Do you have any suggestions or alternatives then? How can I remedy that

Can I just ask how the system works- How long would it say, take you to get through lvl 1 to 40. How many rounds would it take? (Roughly, not expecting you to know the bang on)
Also is there more experienced gained from higher caliber weapons?
I can see peoples points when it comes to rebels not having the same opportunity to focus on these skills, as when are you meant to practice? In the sewers, where it's going to echo throughout. However it does open the opportunity for the groups to actually organise an expo or something to gain entry to somewhere where they could practice....

There is a silver lining to everything. Like you said with the price balancing of the ammunition as well.

EDIT: Also skeptical of the dropping of the weapon, as I've been to gun ranges, range days and trained with many who have never fired a weapon. Not seen anyone drop their weapon system, the only ones who do are those who have come for a laugh or have not been serious about firing a weapon. Maybe Level 1-3 it should be limited to that being a risk.... In an actual firefight, unless you fall, you have too much adrenaline to release that weapon.

RE-EDIT: Taking into the fact that malnourished citizens firing a fully automatic high caliber rifle however, I get that...Just not for a pistol.
 
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EDIT: Also skeptical of the dropping of the weapon, as I've been to gun ranges, range days and trained with many who have never fired a weapon. Not seen anyone drop their weapon system, the only ones who do are those who have come for a laugh or have not been serious about firing a weapon. Maybe Level 1-3 it should be limited to that being a risk.... In an actual firefight, unless you fall, you have too much adrenaline to release that weapon.

RE-EDIT: Taking into the fact that malnourished citizens firing a fully automatic high caliber rifle however, I get that...Just not for a pistol.
To add to the weapon dropping, to be realistic, after a person has shot a pistol, rifle, or shotgun 5 times, there is no chance they'd be dropping their gun. Humans are not incapable and too stupid to figure out how to control their recoil. Let's use some common sense on the matter instead of trying to implement a "game-logic only" mechanic.
 
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