Other > Closed suggestions
Reduce the wear when using weapons
Roachor:
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.
jodwig:
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.
Roachor:
Weapons from encounters only last a few shots each
Spotty:
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.
Roachor:
--- Quote from: Spotty 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.
--- End quote ---
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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