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5) rate of fire
7) size (for concealment purposes)
8) accessibility (holstered vs slinged)
9) capacity (mag size)
10) reload times
11) available accessories
12) scarcity of ammo type
13) limitation to certain stances
FinaLLancer wrote:Using Fallout 3 as an example, there are a TON of melee weapons in the game that are nearly useless.
FinaLLancer wrote:...but I'm okay with there being better weapons in the same class of weapons.
0 = 1st Tier (9mm Pistol, Laser Pistol, Dynamite)
25 = 2nd Tier (Cowboy Repeater, Laser Rifle, Grenade Rifle)
50 = 3rd Tier (Hunting Rifle, Plasma Defender, Incendiary Grenade)
75 = 4th Tier (Sniper Rifle, Gauss Rifle, Grenade Launcher)
100 = 5th Tier (Anti-Materiel Rifle, Gatling Laser, Fat Man)
Drool wrote:9mm pistol: 50 DPS
Laser pistol: 45 DPS
Dynamite: 30 DPS
And it's not a bundle of TNT, it's a single stick of dynamite, which isn't TNT anyway.
CaptainPatch wrote:In regards to having multiple weapons of the same type available to the _PC_, I believe that having grown up with weapons in the Wasteland where you need them on almost a daily basis, the PC would know that A is better than B which is better than C, etc. For instance, I couldn't say that the Colt 1911 with 7 shots was harder hitting than the 9-mil with 18 shots. If it _was_ harder hitting then there would be some justification for keeping the 1911. But _I_ the player had no idea which one packed a bigger wallop. All this is to say that, unless it is some kind of weird exotic weapon that hardly anyone has ever seen it, the player should be given some kind of idea of what beats what.
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