The many-guns problem

Started by Tynan, October 22, 2013, 12:41:38 AM

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Nasikabatrachus

Aside from the resource compression mod I made, my preferred solution is for gunfights to be much more dangerous and for guns to be much rarer. IMO, gunfights should be tense, and getting enough body armor, helmets, food, and ammunition to survive really large conflicts should be a challenge.

Celthric Aysen

How about a crafting table, that can turn guns into usefull scrap metal?
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mrofa

Quote from: mrofa on March 26, 2014, 07:59:10 PM
Braking down guns into metal.
http://ludeon.com/forums/index.php?topic=2354.0


Packing lots of guns in one crate and ability to unpack them or sell the crate to trader.
http://ludeon.com/forums/index.php?topic=2680.0

i will just quote myself ...
All i do is clutter all around.

Celthric Aysen

sorry bout that, i didn't fell like reading the whole 10 page  ::)
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"♫"Every people that i see i will never understand"♪"

TrashMan

- yes to ammo. Colonists would always try to stock up on a specific amount (I'd say 4-5 clips/magazines worth). Why define that by magazine size and not a single number? Because different weapons have different RoF and ammo consumption. So 60 bullets might be fine for  someone with a pistol, but it would be little for someone with an AR.

- guns can be disassembled and you get weapon parts (more specifically pistol parts, rifle parts, gunpowder, etc..)

- you can use those to repair existing guns, upgrade them or try and create new ones.