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Weapon durability rules / questions
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<blockquote data-quote="Madeiner" data-source="post: 5860838" data-attributes="member: 61624"><p>Hi there.</p><p>I am organizing a survival-based zombie game and i would like to implement weapon durability rules.</p><p>The system i am using (AFMBE) uses d10 mechanic to reach a target number (like d&d).</p><p></p><p>I thought of something along this line:</p><p></p><p>- each weapon has a max durability value, and a "repair capacity" value.</p><p>- a new gun may have for example 5 durability, and 50 "repair capacity"</p><p>- each time you roll a natural one, you lose one durability. When you durability reaches 0, the weapon breaks/cannot be used/jams</p><p>- you can repair/mantain the weapon using time & tools. Each time you "restore" one durability point, you lose one "repair capacity" point.</p><p>- once you have 0 repair points left, you cannot repair your weapon anymore, as it is in a too bad condition to attempt repair</p><p></p><p>What do you think of this system? Are there any other systems for weapon durability that i could adopt?</p><p></p><p>Also, what are some values i could use for different weapons?</p><p>I would like something semirealistic, but also i want weapon to be repaired often enough to matter.</p><p></p><p>For a gun, i was thinking probably 10 durability, and infinite repair capacity. You need to "service" the gun after about 100 shots (10% each shot to lose 1 durability), but there is not practical limit to the amounts of time you can do that (at least in gametime; we are not spanning decades here)</p><p></p><p>For a modern-day katana, mass produced, i was thinking something along 7 durability, and about 15 repair capacity. You can repair your katana, but it will come a point where it simply breaks and there's nothing you can do, short of building a new one.</p><p></p><p>A baseball bat might have 7-10 durability, and 0 repair capacity. How do you repair a baseball bat anyway?</p></blockquote><p></p>
[QUOTE="Madeiner, post: 5860838, member: 61624"] Hi there. I am organizing a survival-based zombie game and i would like to implement weapon durability rules. The system i am using (AFMBE) uses d10 mechanic to reach a target number (like d&d). I thought of something along this line: - each weapon has a max durability value, and a "repair capacity" value. - a new gun may have for example 5 durability, and 50 "repair capacity" - each time you roll a natural one, you lose one durability. When you durability reaches 0, the weapon breaks/cannot be used/jams - you can repair/mantain the weapon using time & tools. Each time you "restore" one durability point, you lose one "repair capacity" point. - once you have 0 repair points left, you cannot repair your weapon anymore, as it is in a too bad condition to attempt repair What do you think of this system? Are there any other systems for weapon durability that i could adopt? Also, what are some values i could use for different weapons? I would like something semirealistic, but also i want weapon to be repaired often enough to matter. For a gun, i was thinking probably 10 durability, and infinite repair capacity. You need to "service" the gun after about 100 shots (10% each shot to lose 1 durability), but there is not practical limit to the amounts of time you can do that (at least in gametime; we are not spanning decades here) For a modern-day katana, mass produced, i was thinking something along 7 durability, and about 15 repair capacity. You can repair your katana, but it will come a point where it simply breaks and there's nothing you can do, short of building a new one. A baseball bat might have 7-10 durability, and 0 repair capacity. How do you repair a baseball bat anyway? [/QUOTE]
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