Weapon shop (no ontology)

From Mazeworld

(Difference between revisions)
(Wilco Weapons)
(Rules of a weapon shop)
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*Sells '''24''' random, brand new weapons (100% condition and cleanliness), sold at full price.
*Sells '''24''' random, brand new weapons (100% condition and cleanliness), sold at full price.
*Sells '''12''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
*Sells '''12''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
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*Sells '''one''' exemplary of every weapon displayed, or '''1d6''' bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of '''1''').
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** Sells '''one''' exemplary of every weapon displayed, or '''1d6''' bundles (for Class 4 weapons of any type, Ballistic Knives, Kunai, Shuriken and Throwing Axes).
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*** Used weapons are always sold in '''single exemplaries''', even if they would qualify for bundles.
*Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.
*Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.

Revision as of 21:19, 2 December 2018

A weapon shop is, as the name implies, a business in Mazeworld specialized in buying and selling all kinds of weapons, ammunition and weapon accessories. Weapon shops are broader than their close variants, gun shops, and enjoy similar popularity.

Rules of a weapon shop

  • Sells 24 random, brand new weapons (100% condition and cleanliness), sold at full price.
  • Sells 12 random, used weapons in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
    • Sells one exemplary of every weapon displayed, or 1d6 bundles (for Class 4 weapons of any type, Ballistic Knives, Kunai, Shuriken and Throwing Axes).
      • Used weapons are always sold in single exemplaries, even if they would qualify for bundles.
  • Sells 1d11-1 retail boxes (ammo type random) per caliber displayed for sale.
  • Has a 12.5% chance to sell 1 bulk can of ammunition (ammo type random) per caliber displayed for sale.
  • Sells 1d6 standard magazines per weapon for sale, and 1d3-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
  • Sells 3d4 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
  • Has a 50% chance to sell primer boxes (type random). If in stock, 3 random types will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell case boxes (type random). If in stock, 12 random calibers will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell powder jars (type random). If in stock, 1d6 powder jars per type will be found (including empty jars).
  • Has a 50% chance to sell projectile boxes (type random). If in stock, 12 random types will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell belt links. If in stock, all types will be found, 1d6 boxes for sale per type.
  • Sells 1d3 Gun Cleaning Kits, 300 P$ per GCK.
  • Sells 1d3-1 Gun Repair Kits, 800 P$ per GRK.
  • Sells 1d3-1 Melee weapon Repair Kits, 600 P$ per MRK.
  • Buys back any product of the same types that the shop sells, for 0.5x their shop value, multiplied by their current Condition percentage (rounded up) when applicable.
  • If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one detonator for free.
  • Accepts credit.
  • Accepts valuables and will exchange them for money or credit.
  • Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)

When threatened, a weapons merchant will use his/her personal weapon on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a weapons merchant can give the contestant a code orange, and killing one can increase it to a code red.

If a weapons merchant dies, they will drop the following:

Wilco Weapons

Wilco Weapons, or WW as it is sometimes referred to, is a weapon shop located in Calfair Sector. It is known for working closely with the weapons factory in Calfair Sector, and prides itself on selling its weapons "fresh off the factory", as new as it can possibly get, therefore ensuring a regularly re-stocked inventory, which is in fact larger than any other weapon shop in the Mazes. The owner of the shop, Willy Wilco, descends from a long line of shopkeepers and belongs to a comically large family (to the point that the frequently forgets how many siblings he has).

In this specific weapon shop, all usual services are available, plus some extra services:

  • WWW has a much larger inventory than other weapon shops:
    • Sells 40 random, brand new weapons (100% condition and cleanliness), sold at full price.
    • Sells 20 random, used weapons in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
    • Sells one exemplary of every weapon displayed, or 1d8 bundles (for Class 4 weapons of any type, Ballistic Knives, Kunai, Shuriken and Throwing Axes).
      • Used weapons are always sold in single exemplaries, even if they would qualify for bundles.
    • Sells 1d16-1 retail boxes (ammo type random) per caliber displayed for sale.
    • Has a 25% chance to sell 1d2 bulk can of ammunition (ammo type random) per caliber displayed for sale.
    • Sells 1d20 standard magazines per weapon for sale, and 1d6-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
    • Sells 5d6 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
    • Has a 75% chance to sell primer boxes (type random). If in stock, 4 random types will be found, 1d6 boxes for sale per type.
    • Has a 75% chance to sell case boxes (type random). If in stock, 16 random calibers will be found, 1d6 boxes for sale per type.
    • Has a 75% chance to sell powder jars (type random). If in stock, 1d6-1 powder jars per type will be found (including empty jars).
  • WW also has a VIP client program.
    • VIP clients receive 20% off on all purchases (except Special Order purchases)
    • VIP clients have access to the Special Order service, which allows VIP clients to place an order for one specific weapon if it's not available in the shop. More details below.

Special Order service

Rules of the Special Order service:

  • Only available to VIP clients. (see above)
  • Only weapons and weapon accessories can be special ordered
  • Only one item can be special ordered at a time, except for Class 4 weapons and magazines; up to 5 of the same type can be special ordered.
  • No more than one type of item can be special ordered at any time, and if a special order is already in progress, another cannot be placed.
  • Once a special order has been placed, it will take 5 + 1d13 hours (6 to 18 hours) for it to arrive, from the moment the special order was placed. Once it has arrived, it will become available for the Contestant to pick up at Willy Wilco's Weapons, or, at no additional charge, the item may be sent to the Contestant's item vault instead.

Special ordering weapons:

  • Any weapon can be special ordered, with certain exceptions below:
    • Crafting-only and specs-docs only weapons cannot be special ordered (technically this means anything with a Rarity rating of 7).
    • Class 4 weapons cannot be special ordered in any quantity higher than one at a time.
  • The higher the Rarity rating of the special order, the more time it will take to acquire it and the more expensive it will be.
  • The cost multiplier for special ordering a weapon is: (Rarity value * 0.8) + 1. Multiply the result by the item's base price, and you obtain the final cost.
    • Rarity 1: 1.8x. Rarity 2: 2.6x. Rarity 3: 3.4x. Rarity 4: 4.2x. Rarity 5: 5x. Rarity 6: 5.8x.

Special ordering weapon accessories:

    • Any weapon accessory can be special ordered (including Joshua magazines, despite Joshua being a crafting-only weapon.)
    • The cost multiplier for special ordering a weapon accessoryis: (Type value) +1. Multiply the result by the item's base price, and you obtain the final cost.
      • Magazines, speedloaders, speed strips and moon clips: 1.5x
      • Foregrips, Bipods: 1.6x
      • Bayonets: 1.7x
      • Ammo belts: 1.8x
      • Silencers, muzzle brakes, shotgun chokes: 2.0x
      • Weaponlights, Laser sights: 2.3x
      • Flamethrower reload packs: 2.5x
      • Reflex sights, Red dot sights, Scopes, Optic addons: 3.0x
      • Underbarrel grenade launchers, Underbarrel shotguns: 4.0x

See also