Weapon maintenance (no ontology)

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Weapons have to be properly maintained in order to be kept running. Two statistics affect the majority of firearms: '''Durability''' and '''Reliability'''. Melee weapons and certain launchers may only have '''Durability'''.
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[[Weapon|Weapons]] have to be properly maintained in order to be kept running. The '''Condition''' stat determines in what shape they are and how functional they are. The '''Max Condition''' stat sets how many Condition points a weapon has at 100.00% Condition. The higher, the better. Condition divided by Max Condition = Condition Percentage. The percentage determines the level of degradation of that weapon, and any corresponding effects.
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= Basics =
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Weapon condition does not degrade with normal use - it is normally reduced from rolling critical failures. Therefore, the more a single weapon is used, the more chances it has to lose condition over time, and therefore need maintenance.
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The '''Durability''' and '''Reliability''' stats are important as they affect each other, as well as the behavior of the firearm. A badly maintained firearm will be less accurate, or critically fail more often, until it finally breaks or ceases functioning.
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Certain weapons do not have a condition statistic (it may be listed as N/A). These weapons have infinite durability; they do not degrade nor need repairs.
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Durability determines the "life" of a firearm, and Reliability, the "endurance". The more a firearm is durable, the more punishment it can endure before losing accuracy and finally breaking. The more a firearm is reliable, the more it can endure being continually fired without cleaning or maintenance before it starts failing more often and finally locking up.
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Underbarrel grenade launchers and bayonets (including integrated ones) have a condition statistic, and therefore may require maintenance as well.
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The cleanliness of a firearm is also important to determine how much each subsequent shot will degrade the firearm. Even if a firearm has low Durability, if it is kept clean, it will function without losing condition. If the inverse occurs; an unclean, badly maintained firearm will be battered and damaged much harder at every shot than if it was clean.
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== Firearms ==
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Firearms falling under 60% condition start becoming less and less accurate. If the condition of a firearm is depleted to zero, it breaks down and becomes completely unusable. Normally, 0% Condition weapons cannot be repaired, unless the Contestant takes it to a workshop and pays an extra fee (informally known as the "broken weapon" fee), or possesses a Gun Repair Kit and has Skilled level or higher in Repair skill.
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The Contestant must keep his/her firearms clean if he/she wants them to live a long life and not lose their condition.
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Between 60.00% and 100.00%, firearms may be repaired with either Gun Cleaning Kits or Gun Repair Kits. Under 60.00%, only Gun Repair Kits can be used.
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= Durability (Firearms) =
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* 100.00% - 90.00%: Excellent - 100% condition is referred to as ''Brand new''.
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Durability is the '''max condition statistic''' of a firearm, representing its structural integrity and its capability to withstand abuse, shooting while dirty, and unsafe loads. Two values related to Durability exist: the '''Durability Value (DV)''', and the proper health statistic, '''Condition'''.
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* 89.99% - 75.00%: Good
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* 74.99% - 60.00%: Fair
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Calculating a firearm's maximum durability points is done using the following formula:
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* <span style="color: olive">59.99% - 40.00%: Worn (FT+1)</span>
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* 20000 + ('''DV''' x 2000) = Max Durability
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* <span style="color: orange">39.99% - 20.00%: Poor (FT+2)</span>
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A firearm's DV is represented by either a negative or a positive number. A firearm with '''DV +3''' would have a maximum durability of '''26000''' points.
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== Condition (Firearms) ==
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When a contestant examines his/her firearms in order to check for their current status, they will only have the status effect; unless the weapon is identified, either via an engineer or suitable bionic implant, which will reveal the accurate percentage (calculated this way: ''points remaining'' divided by ''maximum points'').
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As explained in the 'Basics' section, Condition is the "life" of the firearm. A low condition means a damaged firearm with degraded accuracy. If condition depletes, the firearm breaks apart and becomes completely unusable. If it happens, the firearm is '''beyond repair''' and can no longer be fired nor repaired; in other words, that gun is effectively "dead".
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* 100.00%: Brand new (Normal accuracy)
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* 99.99% - 90.00%: Excellent (Normal accuracy)
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* 89.99% - 70.00%: Good (Normal accuracy)
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* 69.99% - 50.00%: Fair (Normal accuracy)
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* <span style="color: olive">49.99% - 35.00%: Worn (FT+1)</span>
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* <span style="color: orange">34.99% - 20.00%: Poor (FT+2)</span>
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* <span style="color: red">19.99% - 10.00%: Bad (FT+3)</span>
* <span style="color: red">19.99% - 10.00%: Bad (FT+3)</span>
* <span style="color: #990000">9.99% - 1 shot remaining: Terrible (FT+4)</span>
* <span style="color: #990000">9.99% - 1 shot remaining: Terrible (FT+4)</span>
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* <span style="color: grey">0.00%: Catastrophic failure (Unusable)</span>
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* <span style="color: grey">0.00%: Broken (Unusable)</span>
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= Reliability (Firearms) =
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= Melee weapons =
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Reliability is the '''max cleanliness statistic''' of a firearm; aka how much dirt, grime, residue, and other foreign materials can be lodged in the firearm until it completely stops working. Two values related to Reliability exist: the '''Reliability Value (RV)''', and the proper health statistic, '''Cleanliness'''.
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Melee weapons falling under 50% condition start dealing less and less damage (both [[Pain]] and [[Limb Damage]]). If the condition of a melee weapon is depleted to zero, it shatters and becomes completely unusable. Normally, 0% Condition weapons cannot be repaired, unless the Contestant takes it to a workshop and pays an extra fee (informally known as the "broken weapon" fee), or possesses a Melee weapon Repair Kit and has Skilled level or higher in Repair skill.
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Calculating a firearm's maximum Cleanliness points is done using the following formula:
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Every melee weapon has a listed primary material (Steel, Iron, Wood, Plastic, Leather, Cloth, Rock, and Glass). The material of a melee weapon affects the costs of repair in a [[workshop]], and even whether or not the weapon can be repaired at all (Rock and Glass weapons cannot be repaired, including with MRKs).
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* 3000 + ('''RV''' x 450) = Max Cleanliness
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A firearm's RV is represented by either a negative or a positive number. A firearm with '''RV +2''' would have a maximum durability of '''3900''' points.
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* 100.00% - 90.00%: Excellent  - 100% condition is referred to as ''Brand new''.
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* 89.99% - 70.00%: Good
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* 69.99% - 50.00%: Fair
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* <span style="color: olive">49.99% - 35.00%: Worn (Damage x0.9, except for handgear)</span>
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* <span style="color: orange">34.99% - 20.00%: Poor (Damage x0.8, except for handgear)</span>
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* <span style="color: red">19.99% - 10.00%: Bad (Damage x0.7, except for handgear)</span>
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* <span style="color: #990000">9.99% - 1 hit remaining: Terrible (Damage x0.6, except for handgear)</span>
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* <span style="color: grey">0.00%: Broken (Unusable ; handgear falls apart and reverts to bare fists)</span>
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== Cleanliness (Firearms) ==
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= Care and repairs =
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When a contestant examines his/her firearms in order to check for their current status, they will only have the status effect; unless the weapon is identified, either via an engineer or suitable bionic implant, which will reveal the accurate percentage (calculated this way: ''points remaining'' divided by ''maximum points'').
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As explained in the 'Basics' section, Cleanliness is the "endurance" of a firearm. A low cleanliness means a dirty firearm, full of grime and residue, with a higher chance to critically fail. If cleanliness depletes, the firearm is so unclean and caked in grime that it is impossible to fire anymore. If this happens, the firearm is '''temporarily unusable'''; it can be restored to a functioning state, but only if it is cleaned, at least partially. In other words, that gun is effectively "exhausted".
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== Gun Repair Kit ==
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{|
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| ''Image needed!''
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|}
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Cleanliness also determines how much every shot will degrade the firearm. If the firearm's cleanliness is kept high, durability loss per shot will be prevented or at least minimized. Inversely, if the cleanliness is allowed to fall to low values, durability loss per shot will be increased, sometimes dramatically.
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The Gun Repair Kit (GRK) is a set of maintenance and repair tools for firearms.
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Durability loss and cleanliness loss per shot are '''base values'''. Any modifiers coming from ammunition types are '''multipliers'''; great care must be taken when shooting ammunition with condition and cleanliness loss multipliers as they can dramatically and very quickly degrade a firearm.
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* Weighs '''1 unit'''.
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* Sold in [[Workshop|workshops]] for '''800''' [[Parallar|P$]] per item.
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* Can be used on any firearm, as well as on dud explosives (Class 4).
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* Each GRK can be used up to 3 times before being depleted.
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* Each time a GRK is used, it will '''restore 250 Condition + any bonus granted by the user's [[Gameplay mechanics#Repair skill|Repair skill]]'''.
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** If a GRK is used on a dud explosive, the weapon will be '''repaired''' and become usable again.
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* 100.00% - 90.00%: Lubricated - ''Per shot: -0 Condition, -1 Cleanliness''
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== Melee weapon Repair Kit ==
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* 89.99% - 75.00%: Clean - ''Per shot: -1 Condition, -1 Cleanliness''
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{|
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* <span style="color: olive">74.99% - 60.00%: Fouled (Critical failure range is 2-3) - ''Per shot: -2 Condition, -2 Cleanliness''</span>
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| ''Image needed!''
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* <span style="color: orange">59.99% - 40.00%: Dirty (Critical failure range is 2-3) - ''Per shot: -4 Condition, -4 Cleanliness''</span>
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|}
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* <span style="color: red">39.99% - 20.00%: Grimy (Critical failure range is 2-4) - ''Per shot: -8 Condition, -8 Cleanliness''</span>
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* <span style="color: #990000">19.99% - 1 shot remaining: Caked (Critical failure range is 2-5) - ''Per shot: -16 Condition, -16 Cleanliness''</span>
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* <span style="color: grey">0.00%: Action jammed (The action is locked up, and the gun is completely unusable until it is cleaned)</span>
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= Wear rate (Firearms) =
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The Melee weapon Repair Kit (MRK) is a set of maintenance and repair tools for repairable melee weapons.
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Certain modifications (Barrel materials, accessories, projectile types) can affect the '''wear rate''' of a firearm. The wear rate is a '''multiplier value''' which can affect either condition, cleanliness, or both.
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* Weighs '''1 unit'''.
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* Sold in [[Workshop|workshops]] for '''600''' [[Parallar|P$]] per item.
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Wear rate can never be lower than '''0.25x''' (1 shot = -0.25 point) and is always rounded to the nearest quarter point, but it has no upper limit.  
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* Can be used on any melee weapon, as long as it is made out of a repairable material (Steel, Iron, Wood, Plastic, Leather, or Cloth)
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* If, after calculating the total wear rate, the result would be inferior to 0.25, it is treated as being 0.25.
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* Each MRK can be used up to 3 times before being depleted.
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* Each time a MRK is used, it will '''restore 250 Condition + any bonus granted by the user's [[Gameplay mechanics#Repair skill|Repair skill]]'''.
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==== Example ====
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Assuming a Beretta M9 with 65.00% cleanliness shooting +P ammunition.
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At 65.00% cleanliness, this firearm is '''fouled''', meaning that in normal conditions, it will lose 2 Condition and 2 Cleanliness per shot.
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Among its other effects, +P ammunition has a '''2x wear rate'''. If this M9 is loaded with +P, the wear rate is doubled, meaning that at every shot, it will lose 2'''*2''' (= 4) Condition, and 2'''*2''' (= 4) Cleanliness.
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== Special cases (Firearms) ==
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Certain firearms do not follow the standard DV/RV system:
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* Rocket launchers: Max condition is fixed to '''2000''' points. There is no Reliability stat (no max cleanliness, thus no cleaning required).
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* Grenade launchers: Max condition is fixed to '''5000''' points, and max cleanliness is fixed to '''500''' points.
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** This includes UGLs, and they too are subject to random maintenance stat generation.
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= Durability (Melee weapons) =
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Durability is the '''max condition statistic''' of a melee weapon, representing its structural integrity and its capability to keep its shape, remain sharp, and otherwise inflict the damage it is designed to deal. Two values related to Durability exist: the '''Durability value''' (which is a set number representing the max condition), and the proper health statistic, '''Condition'''.
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Every melee weapon has its own unique max condition value, which depends on the material it's made of (Steel, Iron, Wood, Plastic, Leather, Cloth, Rock, and Glass). The material of a melee weapon also affects the costs of repair in a [[workshop]], and even whether or not the weapon can be repaired at all (Rock and Glass weapons cannot be repaired).
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== Condition (Melee weapons) ==
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* 100.00%: Brand new (Normal accuracy)
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* 99.99% - 90.00%: Excellent (Normal accuracy)
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* 89.99% - 70.00%: Good (Normal accuracy)
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* 69.99% - 50.00%: Fair (Normal accuracy)
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* <span style="color: olive">49.99% - 35.00%: Worn (Critical failure range 2-3)</span>
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* <span style="color: orange">34.99% - 20.00%: Poor (Damage x0.9, Critical failure range 2-3)</span>
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* <span style="color: red">19.99% - 10.00%: Bad (Damage x0.8, Critical failure range 2-4)</span>
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* <span style="color: #990000">9.99% - 1 hit remaining: Terrible (Damage x0.7, Critical failure range 2-5)</span>
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* <span style="color: grey">0.00%: Catastrophic failure (Unusable)</span>
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It must be noted that "damage" here means both Pain and Limb Damage.
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=== Special cases (Melee weapons) ===
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It is important to note here that [[Weapon accessory#Bayonets|bayonets]] are also subject to melee weapon maintenance. Bayonet condition is added after the condition/cleanliness value of the firearm, listed separately, similarly to UGLs and USGs.
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=== Melee weapons by material and max condition ===
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==== Steel weapons ====
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* C5L: Axe (27000), Cavalry sabre (21000), Chainsaw (39000), Crowbar (7500), Drill Arm (30000), Katana (21000), Naginata (27000), Pick-axe (21000), Scimitar (21000), Yari spear (27000)
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* C5S: Ballistic knife (2000), KA-BAR (3000), Kama (5000), Kizlyar DV-2 (3000), Kukri (5000), Machete (5000), Meat cleaver (3000), Meat fork (1000), Pipe wrench (5000), Pocket knife (2000), Sai (5000), Screwdriver (1000), Stiletto knife (2000), Tantou (5000), Tekko-kagi (2000), Wakizashi (9000)
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* Bayonets: All of them; weight 2 bayos (2000), weight 3 bayos (3000), weight 5 bayos (5000), SKS bayo (2000)
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** Bayonets act like UGLs and USGs ; as items that must be separately repaired and maintained.  
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** A broken bayonet must be replaced. If the SKS bayonet breaks, a new rifle with an unbroken one must be acquired.
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==== Iron weapons ====
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* C5L: Baseball bat iron (21600), Kanabou (31200), Medieval broadsword (21600), Medieval spear (21600), Medieval warhammer (26400), Morning star (16800), Rapier (16800), Roman pilum (26400), Shovel (10800), Smallsword (16800)
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* C5S: Dagger (4000), Flanged mace (7200), Hammer (1600), Kunai (1600), Kusari-fundo (4000), Metal shard (800), Ngombe throwing knife (7200), Pen (800), Scissors (800), Shuriken (1600), Tessen (1600)
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* Handgear: Medieval gauntlets (1800)
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==== Wood weapons ====
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* C5L: Baseball bat wood (8400), Bo staff (13200), Bokken (5400), Broom (5400), Nailed bat (8400), Nailed plank (3000), Penetrator (8400), Plank (3000), Stake (3000), Walking cane (3000), Wooden lance (3000)
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* C5S: Gohei (400), Shaku (400), Wooden stick (800), Short stake (800)
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==== Plastic weapons ====
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* C5L: Light bullwhip (2250)
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* C5S: Dildo (900), Monkey fist (1800), Nightstick (900), Stun baton (900* if used in melee, otherwise doesn't degrade)
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==== Leather weapons ====
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* C5L: Bullwhip (3240)
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* C5S: Old book (240)
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* Handgear: Fingerless gloves (180), Sap gloves (180)
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==== Cloth weapons ====
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* Handgear: Fist wraps (150)
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==== Rock weapons ====
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* C5S: Brick (360), Stone (240)
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==== Glass weapons ====
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* C5S: Broken bottle (160), Glass shard (80)
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==== Weapons that do not degrade with use ====
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* C5L: Bow, Crossbow, Nailgun
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* C5S: Fukiya blowgun, Taser X26c
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= Care and repairs =
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Much like how the [[hospital room]] is the one-stop shop for healing and medical care, the [[Workshop]] is the one-stop shop for weapon maintenance, which will provide gunsmithing and melee weapon repair services; any requested repairs and cleaning are done there.
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== Gun Cleaning Kit ==
== Gun Cleaning Kit ==
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* Weighs '''1 unit'''.
* Weighs '''1 unit'''.
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* Sold in [[Workshop|workshops]] for '''200''' [[Parallar|P$]] per item.
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* Sold in [[Workshop|workshops]] for '''300''' [[Parallar|P$]] per item.
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* Can be used on any weapon with a Reliability stat (all firearms except rocket launchers).
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* Can be used on any firearm with a Condition of 60% or more.
* Each GCK can be used up to 3 times before being depleted.
* Each GCK can be used up to 3 times before being depleted.
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* Each time a GCK is used on a firearm, it will restore '''25%''' Cleanliness.
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* Each time a GCK is used, it will '''restore 100 Condition + any bonus granted by the user's [[Gameplay mechanics#Repair skill|Repair skill]]'''.
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= DV/RV values =
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Please check individual [[weapon]] information if you're looking for the DV/RV values of a particular weapon.
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== See also ==
== See also ==
* [[Weapon]]
* [[Weapon]]
* [[Workshop]]
* [[Workshop]]

Latest revision as of 17:25, 20 March 2019

Weapons have to be properly maintained in order to be kept running. The Condition stat determines in what shape they are and how functional they are. The Max Condition stat sets how many Condition points a weapon has at 100.00% Condition. The higher, the better. Condition divided by Max Condition = Condition Percentage. The percentage determines the level of degradation of that weapon, and any corresponding effects.

Weapon condition does not degrade with normal use - it is normally reduced from rolling critical failures. Therefore, the more a single weapon is used, the more chances it has to lose condition over time, and therefore need maintenance.

Certain weapons do not have a condition statistic (it may be listed as N/A). These weapons have infinite durability; they do not degrade nor need repairs.

Underbarrel grenade launchers and bayonets (including integrated ones) have a condition statistic, and therefore may require maintenance as well.

Firearms

Firearms falling under 60% condition start becoming less and less accurate. If the condition of a firearm is depleted to zero, it breaks down and becomes completely unusable. Normally, 0% Condition weapons cannot be repaired, unless the Contestant takes it to a workshop and pays an extra fee (informally known as the "broken weapon" fee), or possesses a Gun Repair Kit and has Skilled level or higher in Repair skill.

Between 60.00% and 100.00%, firearms may be repaired with either Gun Cleaning Kits or Gun Repair Kits. Under 60.00%, only Gun Repair Kits can be used.

  • 100.00% - 90.00%: Excellent - 100% condition is referred to as Brand new.
  • 89.99% - 75.00%: Good
  • 74.99% - 60.00%: Fair
  • 59.99% - 40.00%: Worn (FT+1)
  • 39.99% - 20.00%: Poor (FT+2)
  • 19.99% - 10.00%: Bad (FT+3)
  • 9.99% - 1 shot remaining: Terrible (FT+4)
  • 0.00%: Broken (Unusable)

Melee weapons

Melee weapons falling under 50% condition start dealing less and less damage (both Pain and Limb Damage). If the condition of a melee weapon is depleted to zero, it shatters and becomes completely unusable. Normally, 0% Condition weapons cannot be repaired, unless the Contestant takes it to a workshop and pays an extra fee (informally known as the "broken weapon" fee), or possesses a Melee weapon Repair Kit and has Skilled level or higher in Repair skill.

Every melee weapon has a listed primary material (Steel, Iron, Wood, Plastic, Leather, Cloth, Rock, and Glass). The material of a melee weapon affects the costs of repair in a workshop, and even whether or not the weapon can be repaired at all (Rock and Glass weapons cannot be repaired, including with MRKs).

  • 100.00% - 90.00%: Excellent - 100% condition is referred to as Brand new.
  • 89.99% - 70.00%: Good
  • 69.99% - 50.00%: Fair
  • 49.99% - 35.00%: Worn (Damage x0.9, except for handgear)
  • 34.99% - 20.00%: Poor (Damage x0.8, except for handgear)
  • 19.99% - 10.00%: Bad (Damage x0.7, except for handgear)
  • 9.99% - 1 hit remaining: Terrible (Damage x0.6, except for handgear)
  • 0.00%: Broken (Unusable ; handgear falls apart and reverts to bare fists)

Care and repairs

Gun Repair Kit

Image needed!

The Gun Repair Kit (GRK) is a set of maintenance and repair tools for firearms.

  • Weighs 1 unit.
  • Sold in workshops for 800 P$ per item.
  • Can be used on any firearm, as well as on dud explosives (Class 4).
  • Each GRK can be used up to 3 times before being depleted.
  • Each time a GRK is used, it will restore 250 Condition + any bonus granted by the user's Repair skill.
    • If a GRK is used on a dud explosive, the weapon will be repaired and become usable again.

Melee weapon Repair Kit

Image needed!

The Melee weapon Repair Kit (MRK) is a set of maintenance and repair tools for repairable melee weapons.

  • Weighs 1 unit.
  • Sold in workshops for 600 P$ per item.
  • Can be used on any melee weapon, as long as it is made out of a repairable material (Steel, Iron, Wood, Plastic, Leather, or Cloth)
  • Each MRK can be used up to 3 times before being depleted.
  • Each time a MRK is used, it will restore 250 Condition + any bonus granted by the user's Repair skill.

Gun Cleaning Kit

Image needed!

The Gun Cleaning Kit (GCK) is a set of cleaning tools for firearms.

  • Weighs 1 unit.
  • Sold in workshops for 300 P$ per item.
  • Can be used on any firearm with a Condition of 60% or more.
  • Each GCK can be used up to 3 times before being depleted.
  • Each time a GCK is used, it will restore 100 Condition + any bonus granted by the user's Repair skill.

See also