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Author Topic: Reduce the wear when using weapons  (Read 2511 times)

Reduce the wear when using weapons
« on: January 06, 2010, 06:01:59 pm »

I'm suggesting that small guns only degrade 0.5% every time they are fired to reduce the amount of crafting/repairing required for pve combat. 200 skill points in repair is a huge investment and most combat builds exclude the ability to craft what you use. Having a gun only last 2-3 fights before breaking isn't very realistic. It makes sense for the heavy weapons since the barrels wear out quickly but small arms are pretty durable, handguns and rifles don't just fall apart like that. It would also give a reason to use small guns over heavy and energy. Also with the large amount of NPC's in encounters guns just don't last long enough to kill everyone.
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jodwig

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Re: Reduce the wear when using weapons
« Reply #1 on: January 06, 2010, 06:15:47 pm »

Yeah, but all those gangs are made from junk, by players with normal tools on workbenches, that's why they aren't so much durable as new one and you have many weapons from encounters as well.
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Re: Reduce the wear when using weapons
« Reply #2 on: January 07, 2010, 04:39:18 am »

Weapons from encounters only last a few shots each
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Spotty

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Re: Reduce the wear when using weapons
« Reply #3 on: January 07, 2010, 09:32:49 am »

If the weapons from encounters all had 0 deterioration, what would be the point in crafting then?
It would completely ruin the crafting ecenomy (which is already broken IMO).

Weapons gained from encounters should have high deterioration, to force the player to either;

1: fix the gun, to then use it or sell it.
2: if upgradeable, upgrade or sell as is to a crafter who can upgrade it.
3: disassemble for parts to make a new and better gun.
4: trade all the junk guns for one new gun.

High deterioration on guns gained from encounters does, IMO, stimulate the economy a bit. The guys with factions will most likely disassemble/fix/upgrade the guns, while the solo players will trade them around.
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Re: Reduce the wear when using weapons
« Reply #4 on: January 07, 2010, 05:47:08 pm »

If the weapons from encounters all had 0 deterioration, what would be the point in crafting then?
It would completely ruin the crafting ecenomy (which is already broken IMO).

Weapons gained from encounters should have high deterioration, to force the player to either;

1: fix the gun, to then use it or sell it.
2: if upgradeable, upgrade or sell as is to a crafter who can upgrade it.
3: disassemble for parts to make a new and better gun.
4: trade all the junk guns for one new gun.

High deterioration on guns gained from encounters does, IMO, stimulate the economy a bit. The guys with factions will most likely disassemble/fix/upgrade the guns, while the solo players will trade them around.

Problem is, if you can't craft you have to kill to obtain items. I can't repair the weapons because I don't have an extra 200 skill points to waste, therefore I can't upgrade either. Disassembling gives almost nothing and requires high science and trading junk guns means someone would actually want them AND just happen to be chilling in NCR at all times. You make a gun and it lasts about 5 minutes, it's ridiculous to think im going back to town to find a trader every time that happens. The only thing encounter weapons do for the economy is provide FAL to repair and sell since they are worth so much and carried by homesteaders who are pretty weak, everything else isn't worth enough.
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Wallace

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Re: Reduce the wear when using weapons
« Reply #5 on: January 08, 2010, 04:45:05 pm »

I'm suggesting that small guns only degrade 0.5% every time they are fired to reduce the amount of crafting/repairing required for pve combat. 200 skill points in repair is a huge investment and most combat builds exclude the ability to craft what you use. Having a gun only last 2-3 fights before breaking isn't very realistic. It makes sense for the heavy weapons since the barrels wear out quickly but small arms are pretty durable, handguns and rifles don't just fall apart like that. It would also give a reason to use small guns over heavy and energy. Also with the large amount of NPC's in encounters guns just don't last long enough to kill everyone.

I support the idea for the small guns to be somewhat more durable - maybe this would convince more players into using them instesd of big & energy guns

And BTW someone above said that you can (buy and then) repair some deteriorated guns and mak profit from it... Mate. I'm a repairer within a faction oh less than 10 people and still i cannot ever manage to repair every wasted piece of shi... equipment they bring to me. Even if i do repair half of what they bring, no one usually bothers to sell even quarter of repaired weapons. They're just lying around in our base getting all dusty and rusty  :P
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Re: Reduce the wear when using weapons
« Reply #6 on: January 08, 2010, 07:31:56 pm »

I support the idea for the small guns to be somewhat more durable - maybe this would convince more players into using them instesd of big & energy guns

And BTW someone above said that you can (buy and then) repair some deteriorated guns and mak profit from it... Mate. I'm a repairer within a faction oh less than 10 people and still i cannot ever manage to repair every wasted piece of shi... equipment they bring to me. Even if i do repair half of what they bring, no one usually bothers to sell even quarter of repaired weapons. They're just lying around in our base getting all dusty and rusty  :P

agreed, I had a pile of 200 damaged guns and at a minute cooldown for repair and each weapons needing 3-4 repairs to get to 0% it's just not worth the time.
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Spotty

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Re: Reduce the wear when using weapons
« Reply #7 on: January 09, 2010, 07:51:56 am »

Clearly, if it is a waste of time to fix a gun, then disassemble it.

A pile of 200 junk guns just laying around? Poor management. Thats 4000 XP worth of disassembling right there.

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Re: Reduce the wear when using weapons
« Reply #8 on: January 09, 2010, 09:46:44 am »

By the way, how much do you require Repair and/or Science for disassembling useless firearms in order to get at least some of the parts, since from what I've seen and heard, you just get experience points, but nothing concrete.
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Spotty

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Re: Reduce the wear when using weapons
« Reply #9 on: January 09, 2010, 10:16:58 am »

I have a 140 science (+tool=190 science) guy disassembling guns, and what I do remember getting is metal parts from upgraded deagles and alloys from flamers. Most other guns give junk. Low tier guns usually give nothing.
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Re: Reduce the wear when using weapons
« Reply #10 on: January 10, 2010, 01:35:04 am »

Clearly, if it is a waste of time to fix a gun, then disassemble it.

A pile of 200 junk guns just laying around? Poor management. Thats 4000 XP worth of disassembling right there.



Hmm good point, I was only thinking of them in terms of cash value.
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Cpt.Rookie

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Re: Reduce the wear when using weapons
« Reply #11 on: January 15, 2010, 11:21:39 am »

I'm suggesting that small guns only degrade 0.5% every time they are fired to reduce the amount of crafting/repairing required for pve combat. 200 skill points in repair is a huge investment and most combat builds exclude the ability to craft what you use. Having a gun only last 2-3 fights before breaking isn't very realistic. It makes sense for the heavy weapons since the barrels wear out quickly but small arms are pretty durable, handguns and rifles don't just fall apart like that. It would also give a reason to use small guns over heavy and energy. Also with the large amount of NPC's in encounters guns just don't last long enough to kill everyone.
I guess that this was implemented (not exactly, but):
- Weapons deteriorate two times slower.
So it's probably time to move to closed ones.
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