Weapon maintenance (no ontology)

From Mazeworld

Revision as of 15:03, 21 February 2016 by SU Tempest (Talk | contribs)

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.

Basics

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.

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.

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.

The Contestant must keep his/her firearms clean if he/she wants them to live a long life and not lose their condition.

Durability (Firearms)

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.

Calculating a firearm's maximum durability points is done using the following formula:

  • 20000 + (DV x 2000) = Max Durability

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.

Condition (Firearms)

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).

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".

  • 100.00%: Brand new (Normal accuracy)
  • 99.99% - 90.00%: Excellent (Normal accuracy)
  • 89.99% - 70.00%: Good (Normal accuracy)
  • 69.99% - 50.00%: Fair (Normal accuracy)
  • 49.99% - 35.00%: Worn (FT+1)
  • 34.99% - 20.00%: Poor (FT+2)
  • 19.99% - 10.00%: Bad (FT+3)
  • 9.99% - 1 shot remaining: Terrible (FT+4)
  • 0.00%: Catastrophic failure (Unusable)

Reliability (Firearms)

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.

Calculating a firearm's maximum Cleanliness points is done using the following formula:

  • 3000 + (RV x 450) = Max Cleanliness

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.

Cleanliness (Firearms)

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).

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".

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.

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.

  • 100.00% - 90.00%: Lubricated - Per shot: -0 Condition, -1 Cleanliness
  • 89.99% - 75.00%: Clean - Per shot: -1 Condition, -1 Cleanliness
  • 74.99% - 60.00%: Fouled (Critical failure range is 2-3) - Per shot: -2 Condition, -2 Cleanliness
  • 59.99% - 40.00%: Dirty (Critical failure range is 2-3) - Per shot: -4 Condition, -4 Cleanliness
  • 39.99% - 20.00%: Grimy (Critical failure range is 2-4) - Per shot: -8 Condition, -8 Cleanliness
  • 19.99% - 1 shot remaining: Caked (Critical failure range is 2-5) - Per shot: -16 Condition, -16 Cleanliness
  • 0.00%: Action jammed (The action is locked up, and the gun is completely unusable until it is cleaned)

Wear rate (Firearms)

Certain modifications (Customs barrel materials, certain accessories, certain ammunition types) can affect the wear rate of a firearm. The wear rate is a multiplier value which can affect either condition, cleanliness, or both.

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.

  • If, after calculating the total wear rate, the result would be inferior to 0.25, it is treated as being 0.25.

Example

Assuming a Beretta M9 with 65.00% cleanliness shooting +P ammunition.

At 65.00% cleanliness, this firearm is fouled, meaning that in normal conditions, it will lose 2 Condition and 2 Cleanliness per shot. 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.

Special cases (Firearms)

Certain firearms do not follow the standard DV/RV system:

  • Rocket launchers: Max condition is fixed to 2000 points. There is no Reliability stat (no max cleanliness, thus no cleaning required).
  • Grenade launchers: Max condition is fixed to 5000 points, and max cleanliness is fixed to 500 points.
    • This includes UGLs, and they too are subject to random maintenance stat generation.

Durability (Melee weapons)

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.

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).

Condition (Melee weapons)

  • 100.00%: Brand new (Normal accuracy)
  • 99.99% - 90.00%: Excellent (Normal accuracy)
  • 89.99% - 70.00%: Good (Normal accuracy)
  • 69.99% - 50.00%: Fair (Normal accuracy)
  • 49.99% - 35.00%: Worn (Critical failure range 2-3)
  • 34.99% - 20.00%: Poor (Damage x0.9, Critical failure range 2-3)
  • 19.99% - 10.00%: Bad (Damage x0.8, Critical failure range 2-4)
  • 9.99% - 1 hit remaining: Terrible (Damage x0.7, Critical failure range 2-5)
  • 0.00%: Catastrophic failure (Unusable)

It must be noted that "damage" here means both Pain and Limb Damage.

Special cases (Melee weapons)

It is important to note here that bayonets are also subject to melee weapon maintenance.

Melee weapons by material and max condition

Steel weapons

  • C5L: Axe (27000), Cavalry sabre (21000), Chainsaw (39000), Crowbar (7500), Katana (21000), Naginata (27000), Pick-axe (21000), Scimitar (21000), Yari spear (27000)
  • 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)
  • Bayonets: All of them; weight 2 bayos (2000), weight 3 bayos (3000), weight 5 bayos (5000), SKS bayo (2000)
    • Bayonets act like UGLs and USGs ; as items that must be separately repaired and maintained.
    • A broken bayonet must be replaced. If the SKS bayonet breaks, a new rifle with an unbroken one must be acquired.

Iron weapons

  • 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)
  • 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)
  • Handgear: Medieval gauntlets (1800)

Wood weapons

  • C5L: Baseball bat wood (8400), Bo staff (13200), Bokken (5400), Broom (5400), Nailed plank (3000), Penetrator (8400), Plank (3000), Stake (3000), Walking cane (3000)
  • C5S: Gohei (400), Shaku (400), Wooden stick (800), Short stake (800)

Plastic weapons

  • C5S: Dildo (900), Nightstick (900), Stun baton (900* if used in melee, otherwise doesn't degrade)

Leather weapons

  • C5L: Bullwhip (3240)
  • C5S: Old book (240)
  • Handgear: Fingerless gloves (180), Sap gloves (180)

Cloth weapons

  • Handgear: Fist wraps (150)

Rock weapons

  • C5S: Brick (360), Stone (240)

Glass weapons

  • C5S: Broken bottle (160), Glass shard (80)

Weapons that do not degrade with use

  • C5L: Bow, Crossbow, Nailgun
  • C5S: Fukiya blowgun, Taser X26c

Care and repairs

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.

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 200 P$ per item.
  • Can be used on any weapon with a Reliability stat (all firearms except rocket launchers).
  • Each GCK can be used up to 3 times before being depleted.
  • Each time a GCK is used on a firearm, it will restore 25% Cleanliness.

DV/RV values

Please check individual weapon information if you're looking for the DV/RV values of a particular weapon.

See also