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- SHADOWING HATE -
- Weapons.
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Rhythms
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All pistols and even some other weapons such as melee, shotguns, rifles and some energy weapons have a trigger "rhythm" that allows the weapon a natural increased rate-of-fire beyond its standard, but which can be broken. If the trigger-action is too fast for that particular weapon's rhythm then it will miss that shot and revert to the default rate-of-fire, which is that of holding down the trigger for an automatic, a double-penalty that obviously drastically lowers the output for any weapon that could have initially benefitted from it. A fast unbroken rhythm will have an added benefit of significantly increasing the accuracy, which is counterintuitive but a way of further rewarding the player for having that skill.
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Health:-
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Every weapon can overheat and/or degrade anyway, to the point of irreparable malfunction (remains in inventory) or destruction (removed from inventory). This is usually pretty tough to do (without realising) and 'repair mods' (*see below) are very common. However, certain weapons may be inherently weak such as melee weapons, while others may have fire-modes or tricks that cause the weapon significant heat and damage, which can in turn harm the player. Once a weapon's 'health' is zero, it can never be repaired and all mods will be lost, but there will be multiple ways the game warns the player about a weapon that risks nearing the end of its life. A weapon at extremely low health and/or high temperature may malfunction in unpredictable ways, which may include explosive damage that will harm the player and others nearby. Weapons that are collected during the game typically have full health, although some collected from fallen opponents may have decreased health and some scattered in junk may already have been rendered useless, although this is extremely rare.
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Categories:-
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(*30+ weapons in-game, but many are almost entirely just for visuals/animation differences and not significantly different from the several groups that already exist, and are only minor variations on those themes. Although some weapons are deeply specialised in how they operate and their consequences, they all fit into these categories based on wielding and impediments).
melee
- usually require both hands and cannot be dual-wielded, even with other melee weapons.
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perishable
- grenades and mines, require both hands and cannot be dual-wielded.
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dual-wield
- typically all pistols and some smaller shotguns and rifles can dual-wield with themselves or in any combination.
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pistol-wield
- large weapons that can be dual-wielded with any weapon intended to be dual-wielded, but not with themselves.
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full-light
- large weapons that can not be dual-wielded, require both hands, but no impediment to the player.
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full-heavy
- larger weapons that can not be dual-wielded, require both hands, with comparative impediment to the player.
(*player can not mantle/climb/swim).
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full-fat
- giant weapons that can not be dual-wielded, require both hands, with significant impediment to the player.
(*player can not sprint/jump/dodge/mantle/climb/swim).
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Weapons:-
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Ammo types:-
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(*ammo is heavily consolidated into a few categories, each available in a few standard quantities (small/medium/large) and any weapon can use one or multiple types of ammo which is then re-calculated to match the relative requirements of the weapon, moreso in the case of fuel and energy. All types of ammo are available (some more than others) from the beginning of the game. Weapons that require multiple types calculate by the largest quantity the player has of either types required for the weapon to have ammo. Some weapon modifications (*see below) can also modify the way some ammo types function, and are applied to half of the player's overall ammo count for that type, combined or not, which the player can select between).
'slugs'
- Mostly for pistols but many rifles and machine-guns)
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'bullets'
- Mostly for rifles and machine-guns but also some pistols.
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'shells'
- Mostly for shotguns but some heavier rifles and machine-guns, very few pistols.
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'fuel'
- Mostly for flamethrowers, bombs and some gas-powered melee weapons. (*also needed for some vehicles)
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'energy'
- Mostly for sci-fi weapons and some perishables. (*also needed for some vehicles)
(*this is indeed the same "energy" used elsewhere in the game, that powers the player abilities and enhancements, some objects in the world and even other characters, and just so happens to also have a major function as an ammo-type)
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Weapon modifications:-
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(*just like the state of a weapon's health, some weapons can be collected that already have some modifications available, and the player will automatically inherit those mods when that weapon is collected. This becomes more prevalent later in the game. Mods can always be removed from a weapon, but the mod will be lost and can not be reused or transferred.)
(*mods 'repair' and 'stabilisation' can also be affected by skill/ability ratings of the player.)
'repair'
- Increases the durability of the weapon by replenishing the weapon 'health'.
* one third of the health will be restored, however these are extremely common mods to collect.
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'housing-light'
- Increases the durability of the weapon, reducing loss-of-health comparatively by applying face-plates to various surfaces.
* resets the weapon 'health', applies to each weapon uniquely, provides customisation.
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'housing-heavy'
- Increases the durability of the weapon, reducing loss-of-health significantly by applying face-plates to various surfaces.
* resets the weapon 'health', applies to each weapon uniquely, provides customisation. (*replaces light)
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'stabilisation'
- Improves accuracy by adding dynamically-balanced weights along the top of the barrel.
* compatible with multiple weapons, including use of doubles for longer barrels and quadruples for heavier weapons.
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'capacity'
- Larger clips for extended ammunition.
* compatible with multiple weapons using the same ammunition. (*applies to each specific ammo-type)
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'range'
- Improves range by increasing the barrel length, can be doubled, fitted to the muzzle.
* compatible with few weapons. (*all silencers daisy-chain to these, that daisy-chain to themselves)
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'rate'
- Improves rate-of-fire by an internal mechanism that offers increased internal precision.
* invisible and applies to all weapons.
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'silencer-small'
- Minimises acoustic byproduct comparatively by attaching to the muzzle, daisy-chained to a 'range' mod.
* compatible with multiple weapons, including use of doubles for longer barrels. (*acts as large)
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'silencer-large'
- Minimises acoustic byproduct significantly by attaching to the muzzle.
* compatible with multiple weapons.
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'scope-short'
- Enables use of short-range zoom with weapon, mounted atop the barrel or daisy-chained to stabilisers.
* compatible with many weapons.
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'scope-long'
- Enables use of short-range zoom with weapon, mounted atop the barrel or daisy-chained to stabilisers.
* compatible with few weapons. (*replaces short)
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'laser-sight'
- Improves accuracy by adding visual aid to physical weapon, fitted under the barrel.
* compatible with almost all weapons.
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'flashlight'
- Enables use of short-range light for visual aid, under the barrel as laser or daisy-chained to laser.
* compatible with almost all weapons.
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'appearance'
- Allows the player to customise one or more colours of the weapon and add (on limited areas) decals.
* compatible with all weapons. (*extremely rare and usually hidden) (*also applies to other mods individually)
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'security'
- Disables the gun from being collected by anyone else and can become an explosive like a proximity mine.
* compatible with all weapons, requires 2 mods, fuel and energy to become explosive.
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