Weapon (no ontology)
From Mazeworld
Weapons are an essential aspect of the game, and a necessary type of item to have better chances to survive in Mazeworld. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a player to fight bare-handed should the situation become dire or the ammunition scarce, or in very early game when weapons are not available yet, although it is not recommended to do so.
In most cases, the contestant will find weapons by finding them on the ground, but they may also salvage them from dead enemies, buy them at the gun shop, the weapon shop, the forge, or exchange them for other items at the pawn shop.
A weapon that is worn on the contestant's person is called an equipped weapon and is readily available at any moment for fights or whatever purpose needed.
A weapon that is carried in the backpack is called a spare weapon. It is NOT usable by the contestant unless he/she swaps it into an equipped one.
Weapons (Essentially, firearms) may have different fire modes and mechanisms, which is important to know how many shots a contestant can fire at once. The different fire modes are resumed below:
- Full-auto mode allows any amount of shots per turn.
- Semi-auto mode and pump-actions allow up to 10 shots per turn.
- Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set amount of shots per turn. The length of this burst depends on the weapon, though it is usually 2 or 3 shots.
- Bolt-action and single-action weapons allow up to 3 shots per turn.
- Looking down a scope to use Scope mode restricts to only one shot per turn, but with the added benefit of increased accuracy.
The damage chart of a weapon, if not a melee weapon, is determined by the ammunition it uses; as such, for more information about how much it will hurt a target depending on its armor class, check the corresponding article of its ammunition used.
Reloading rules:
When outside combat, any reloading won't take turns, and contestants are free to refill their weapons as they please.
When in combat:
- If the weapon can be reloaded via magazines, speedloaders, clips (en-bloc, stripper or loaders), or ammunition belts, it takes 1 turn to swap the old mag/etc. with the a new one coming from the backpack. The old mag/etc. will be placed in the backpack automatically, and the new one loaded in the weapon.
- It is possible to verbally announce the magazines/etc. are dropped on the floor instead. Doing so takes no turns and is a free action.
- If the weapon has to be reloaded manually, the contestant may reload up to 3 rounds in 1 turn.
- Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat for some reason; up to 3 rounds per turn only.
Weapon swapping and disposal rules:
When outside combat, the general rule to remember is that there must be space for the desired weapons, either in the equipment or in the backpack, if the contestant wants to carry new ones. It is tolerated to pick up and temporarily use weapons of a given Class even if the contestant already carries a weapon of the same Class (without having it in hands). See below for in combat rules.
When in combat:
- Swapping weapons between two weapons in active equipment takes no turns and is a free action.
- Swapping weapons between an equipped and a spare one requires one turn.
- Dropping a previously equipped weapon takes no turns and is a free action.
- Dropping a previously spare weapon takes one turn.
- Picking up a weapon that does not come from the equipment (spare or on the floor) takes one turn each.
- As such, to drop an empty weapon and pick up another on the floor, the contestant has to spend one turn to reach for it and pick it up before he/she can use it.
- It is tolerated to carry a weapon in hands even if its Class is already occupied by another weapon in the equipment. A contestant can carry, for example, a Class 1 light machine gun on his/her back, and fire a Class 1 assault rifle. He/she simply won't be able to spare the assault rifle. As stated above, though, weapons used that way must be left on the floor, or made way for in the equipment or backpack, if the contestant wants to keep them.
- Passing a weapon to an ally, teammate or similar, takes one turn for each. Receiving one from them is a free action as long as the receiving hands are free.
NOTE: Please take note that certain weapons are considered unsparable due to their size, too big for a backpack. Please refer to the individual articles of every weapon to know about their weight.
NOTE2: If the contestant intends to grab a weapon on the floor while in combat, he or she must be sure it can be reached. If the weapon is behind a line of enemies, it won't be reached until those enemies are down. If it is in the same area as enemies (for example, if one of them died), the contestant will be able to reach it but will be up close to the enemies. Beware as it will mean the contestant will be affected by splash damage directed at that group of enemies, and it will of course mean the contestant left any cover he/she was behind.
The lack of equipped weapons is called unarmed combat, which is most easily represented by hand-to-hand fighting. Weapons of the Handgear category (see after) are equipment that may enhance this aspect of fighting.
There is a grand total of 309 weapons that can be used by the contestant in MazeWorld.
- 90 Class 1 weapons
- 40 Class 2 weapons
- 67 Class 3 weapons
- 19 Class 4 weapons
- 72 Class 5 weapons (including 32 C5 Long and 40 C5 Short)
- 4 Handgear
- 13 Unarmed combat techniques (Standard punch, kick + all martial arts techniques)
- 3 Legendary Weapons
Enemies with randomly generated weapons may also have randomly generated weapon accessories via the @wpnspec command.
Class 1 weapons
Class 1 weapons cover all of the long arms of the game. Weapons in this class are worn on the back with a sling over or under the backpack according to the needs and preferences of the contestant. They are generally reliable and powerful, and intended to be used as primary weapons.
Class 2 weapons
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and shotguns of the game. Weapons in this class are worn over the hip with a sling. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.
Class 3 weapons
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawn-off shotguns. Weapons in this class are worn in a leg holster. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup to fitting the high-caliber role of a contestant's equipment.
Class 4 weapons
Class 4 weapons cover the explosives and grenades of the game. This is one of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 4 of them before having to spare them in the backpack. Weapons in this class are hung to the straps of the backpack, two on each. Being explosives, weapons of this class are one-use only, but very devastating when used properly.
Class 5 weapons
Class 5 weapons cover the melee weapons of the game. This is the other of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 2 of them before having to spare them in the backpack.
Class 5 weapons are separated in two subcategories: Short and Long, and a contestant may pick up to one of each only (it is impossible to pick up two C5 Long or two C5 Short weapons, for example).
Weapons in this class are of various sizes and nature, as such they are worn in different ways each. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.
Handgear
Technically being both clothing and weapons, Handgear are a weapon Class on their own, as they are used when a contestant has nothing else equipped, or voluntarily, if the contestant wishes to. In this category are the default Fists, which is the lowest "weapon" of the category and is, evidently, available by default when no other weapon is equipped. Handgear are the only items that will protect the contestant from injuries to the hands, with the advantage - being weapons - of not having to worry about clothing damage. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.
Legendary weapons
These special weapons are found on the mid-game event, and the contestant may only be able to pick up one of them. All three of those weapons have a special power or trait placing them above most other weapons, but to compensate for this power, they have a critical drawback that the contestant should be aware of…
It must be noted that all Legendary Weapons disappear from the user's inventory upon starting a new run, to avoid stacking them over multiple runs.
- "This powerful sword can cut anything, but is cursed with a bloodlust; it must draw the blood of someone before being sheathed back…"
- "These gloves burn with an awesome power, one that tells you to grasp victory! But be careful, only the mightiest can stand the constant fire."
- "This magical throwing knife, forged by youkai, can fly to the target and come back in the hand of the thrower magically, at the cost of the thrower's energy…"