seems ridiculous the the deterioration on these weapons is quick even under desert conditions. plus repairing guns with nothing seems kinda dumb, sure you can fix jams but broken blow-back pipes or firing pin? deterioration should be separated into 2 sub-attributes: Mechanical damage and cleaning. cleaning is simple as dirt and sand getting into the barrel and firing mechanisms and from discharging rounds. a simple fix would be a gun cleaning kit composing of a oil, solvent, and clothes. you can probably make that with some fruit, nuka-cola and whiskey with a brahmin hide. the kit will repair your weapon all the way to 0 but will not repair mechanical damage. now mechanical damage is just as wear and tear as the gun is used more the weapon suffers especially from not cleaning. but in order to repair damage parts is you have to replace them. this comes from the fallout3 side that you need another weapon that is the same to repair it. now people will complain about that "Thanks asshole, now i need to buy another gun just to repair mine!" but considering most of the merchants are full of guns every day, seems a great way to burn some of those away. now this still requires the repair skill and now the need for the workbench(except for cleaning), normally i would see low repair skill to repair 10-20% damage then higher. now to make these balance i come to simple ideas: technically you should be able to blow out a lot of ammo before something in the gun actually breaks.weapons requiring greased magazines: the Mauser and the grease gun, would need to be clean earlier than the 10mm. comments to improve this?
Repair broken in to two categories? I like the idea of realism but I'd figure the cleaning is already factored in (from a not important in the background thing) and not implemented for that reason.
I do like the idea of having to have parts to repair a gun though, be it junk, weapon, or even another broken weapon (repair chance would be much harder obviously).
And weapon deterioration per attack failure is based on the users skill (at least in the tabletop pen and paper game), with a high enough skill you know what to expect from a gun so you are prepared to handle the issue when it comes, so the weapon takes less deterioration. Actually it's also stated in the wiki (check the equation)
Each shot with a weapon gives (300-skill)*(1+brokenCount/3)/2 deterioration points. For example, with 200 in concerned skill, each shot is 50 points for weapon with 0-2 breakdowns, 100 with 3-5, 150 with 6-8, 200 with 9. A weapon that has broken down 9 times will be usable 150 times before it reaches 100% deterioration.
weapons requiring greased magazines: the Mauser and the grease gun
The magazines on these two weapons are so light mechanically that grease would hinder their operation. And the grease gun got its name from its appearance (don't care if you knew that or not, just pointing it out to those who didn't), it looks like a grease pump used to grease vehicle joints, not because it uses tons of grease (because it doesn't use any grease at all it uses a machine oil). To be precisice, grease in ANY weapon (besides gear and rotor weapons like miniguns) will damage the weapon even more because grease has that bad habit of collecting any sort of debris (dust, sand, and dirt) and jamming or wearing the components of the firearm prematurely.