Weapon maintenance (no ontology)
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- | [[Weapon|Weapons]] have to be properly maintained in order to be kept running. | + | [[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. |
- | + | 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 | |
- | + | * <span style="color: olive">59.99% - 40.00%: Worn (FT+1)</span> | |
- | + | * <span style="color: orange">39.99% - 20.00%: Poor (FT+2)</span> | |
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- | * 100.00% - 90.00%: Excellent | + | |
- | * 89.99% - | + | |
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- | * <span style="color: olive"> | + | |
- | * <span style="color: orange"> | + | |
* <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> | ||
- | * <span style="color: grey">0.00%: | + | * <span style="color: grey">0.00%: Broken (Unusable)</span> |
- | = | + | = 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). | |
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- | + | * 100.00% - 90.00%: Excellent - 100% condition is referred to as ''Brand new''. | |
- | + | * 89.99% - 70.00%: Good | |
- | + | * 69.99% - 50.00%: Fair | |
- | + | * <span style="color: olive">49.99% - 35.00%: Worn (Damage x0.9, except for handgear)</span> | |
- | + | * <span style="color: orange">34.99% - 20.00%: Poor (Damage x0.8, except for handgear)</span> | |
- | + | * <span style="color: red">19.99% - 10.00%: Bad (Damage x0.7, except for handgear)</span> | |
- | + | * <span style="color: #990000">9.99% - 1 hit remaining: Terrible (Damage x0.6, except for handgear)</span> | |
- | + | * <span style="color: grey">0.00%: Broken (Unusable ; handgear falls apart and reverts to bare fists)</span> | |
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- | * 100.00% - 90.00%: Excellent | + | |
- | * 89.99% - 70.00%: Good | + | |
- | * 69.99% - 50.00%: Fair | + | |
- | * <span style="color: olive">49.99% - 35.00%: Worn (Damage x0.9, | + | |
- | * <span style="color: orange">34.99% - 20.00%: Poor (Damage x0.8, | + | |
- | * <span style="color: red">19.99% - 10.00%: Bad (Damage x0.7, | + | |
- | * <span style="color: #990000">9.99% - 1 hit remaining: Terrible (Damage x0.6, | + | |
- | * <span style="color: grey">0.00%: | + | |
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= Care and repairs = | = Care and repairs = | ||
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== Gun Repair Kit == | == Gun Repair Kit == | ||
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* Weighs '''1 unit'''. | * Weighs '''1 unit'''. | ||
* Sold in [[Workshop|workshops]] for '''800''' [[Parallar|P$]] per item. | * Sold in [[Workshop|workshops]] for '''800''' [[Parallar|P$]] per item. | ||
- | * Can be used on any firearm | + | * 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 GRK can be used up to 3 times before being depleted. | ||
- | * Each time a GRK is used | + | * Each time a GRK is used, it will '''restore 250 Condition + any bonus granted by the user's [[Gameplay mechanics#Repair skill|Repair skill]]'''. |
** If a GRK is used on a dud explosive, the weapon will be '''repaired''' and become usable again. | ** If a GRK is used on a dud explosive, the weapon will be '''repaired''' and become usable again. | ||
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* Weighs '''1 unit'''. | * Weighs '''1 unit'''. | ||
* Sold in [[Workshop|workshops]] for '''600''' [[Parallar|P$]] per item. | * Sold in [[Workshop|workshops]] for '''600''' [[Parallar|P$]] per item. | ||
- | * Can be used on any melee weapon | + | * 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 MRK can be used up to 3 times before being depleted. | ||
- | * Each time a MRK is used | + | * Each time a MRK is used, it will '''restore 250 Condition + any bonus granted by the user's [[Gameplay mechanics#Repair skill|Repair skill]]'''. |
== Gun Cleaning Kit == | == Gun Cleaning Kit == | ||
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* Weighs '''1 unit'''. | * Weighs '''1 unit'''. | ||
* Sold in [[Workshop|workshops]] for '''300''' [[Parallar|P$]] per item. | * Sold in [[Workshop|workshops]] for '''300''' [[Parallar|P$]] per item. | ||
- | * Can be used on any | + | * 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. | ||
- | * Each time a GCK is used | + | * 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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== 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.