Guns and ammo are already planned to be rarer, but some people seems worried about this, as some people see it as disadvantageous in some manner. Anyway, I’ve been thinking about a way on which guns could be still fairly common (mostly in military areas [not as common in any area as in 3.x]), but would also be realistically balanced to make them feel like they’re rare and also harder to manage.
My suggestion is to make guns spawn often with reasonable deterioration.
Isn’t this already implemented in 3.x?
Yeah, but even like that, guns can still shoot a lot without jamming or misfiring, nor even breaking the inner mechanism and/or making the weapon risky to use. As weapon degrading will be much more realistic in Unturned II, it can be made to this to happen to any damaged weapon.
How you suggest that to work?
It is planned for guns to be assembled and disassembled by individual parts. These parts might have to be maintained and/or replaced individually in order to make the guns work properly and also less prone to malfunctioning.
Further degradation causes
Little we’ve known about wich kind of damage would the parts of these guns take besides use degradation over time. So I’ve thought on some types of damage that a gun may take to need its parts to be inmediately fixed or replaced.
- Water, dust, mud, sand or snow on inner mechanisms (some guns are designed in a way these aren’t affected that much by those)
- Blood and turned acid on inner mechanisms (may jam and corrode the gun, respectively)
- Broken parts by explosions or big falls (could be either fixed or replaced. Driving over these would also break them)
- Broken parts by blocking heavy melee (considering this would give a nice touch)
- Overheating (or directly throwing your gun into fire, lol)
- Chemical corrosion and/or rust (for dead zones and underwater loot, respectively)
So maybe guns could be as common as in 3.x, but most guns would have to be fixed properly in order to use them. This also means that some guns will have some parts broken that will need replacement or advanced fixing, making scrapping guns for spares something useful rather than just getting “metal scraps”.
DISCLAIMER: personally I'd prefer guns in Unturned II to be as common as in 3.x just in the merely *easy* (noob) difficulty.
About advanced fixing
In 3.x you need more advanced levels of repairing skills in order to fix more advanced guns. This same principle must be applied in 4.x but in a deeper and more realistic way, in order to make it more balanced and to not be so easy for anyone to carry on high tier guns.
So aside all things, I suggest adding a new skill gathegory: Gunsmith.
This skill specialization will allow the player to fix and maintain more advanced guns and more efficiently. Of course, higher tier guns, the way a starter gunsmith may know how to assemble, disassemble, maintaining, and later on fixing the guns, it would be necessary to essay trial and error by success chance or something similar, or reading an instructions manual or book as a helpful shortcut.
It could also allow very advanced players specialized in Gunsmith skills to do alike as featured in Brain/Out (and other games), on which you can hack and tweak the guns pieces to improve them and making the gun perform better, with a chance of failure according to your level and gun tier, on which case you could degrade or break the treated component of the gun instead. (@GreatHeroJ need your thoughts here ). This also includes crafting more and better makeshift attachments for guns.
Hope you enjoyed the post, I’m really curious about your thoughts!
- All ideas are awesome, fair and realistic
- I like this, but there’s a problem… (comment)
- Maybe it would work much better if instead… (comment)
- Bad idea, totally disagree