Weapon maintenance (no ontology)

From Mazeworld

(Difference between revisions)
(Reliability)
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Firearms have to be properly maintained in order to be kept running. Two statistics affect every firearm: '''Durability''' and '''Reliability'''.<br/>
Firearms have to be properly maintained in order to be kept running. Two statistics affect every firearm: '''Durability''' and '''Reliability'''.<br/>
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= Basics =
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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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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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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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The Contestant must keep his/her firearms clean if he/she wants them to live a long life and not lose their condition.
= Durability =
= Durability =
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Durability is the general condition of a firearm, representing its structural integrity. Two values related to Durability exist: the '''Durability Value (DV)''', and the actual '''Durability score''', also called '''Condition'''.
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Durability is the general '''condition''' of a firearm, representing its structural integrity. Two values related to Durability exist: the '''Durability Value (DV)''', and the actual '''Durability score''', also called '''Condition'''.
Calculating a firearm's maximum durability points is done using the following formula:
Calculating a firearm's maximum durability points is done using the following formula:
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== Condition ==
== Condition ==
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'').
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".
* 100.00%: Brand new (Normal accuracy)
* 100.00%: Brand new (Normal accuracy)
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= Reliability =
= Reliability =
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Reliability is the general ability of a firearm to resist dirt and grime accumulating in the action. Two values related to Reliability exist: the '''Reliability Value (RV)''', and the actual '''Reliability score''', also called '''Cleanliness'''.
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Reliability is the '''cleanliness''' a firearm; how much dirt and grime is accumulating inside. Two values related to Reliability exist: the '''Reliability Value (RV)''', and the actual '''Reliability score''', also called '''Cleanliness'''.
Calculating a firearm's maximum reliability points is done using the following formula:
Calculating a firearm's maximum reliability points is done using the following formula:
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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'').
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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* 100.00%: Perfectly clean
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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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* 99.99% - 60.00%: Clean
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* 59.99% - 40.00%: Dirty (Critical failure range is 2-3)
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* 39.99% - 20.00%: Grimy (Critical failure range is 2-4)
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* 19.99% - 1 shot remaining: Seized up (Critical failure range is 2-5)
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* 0.00%: Action jammed (The action is locked up, and the gun is completely unusable until it is cleaned)
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'''NOTE:''' The use of certain types of ammunition may already cause the shooter to suffer from extended critical failure range. If two different sources give the same effect, nothing changes, the effect simply comes from two sources rather than just one.<br/>
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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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Do note however, that the worst effect prevails. Shooting, for example, +P+ ammunition (critfail range extends to 2-3) in a seized up weapon (critfail range extends to 2-5), the latter effect prevails.
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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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* 100.00% - 90.00%: Lubricated - ''Per shot: -0 Condition, -1 Cleanliness''
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* 89.99% - 75.00%: Clean - ''Per shot: -1 Condition, -1 Cleanliness''
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* 74.99% - 60.00%: Fouled (Critical failure range is 2-3) - ''Per shot: -2 Condition, -2 Cleanliness''
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* 59.99% - 40.00%: Dirty (Critical failure range is 2-3) - ''Per shot: -4 Condition, -4 Cleanliness''
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* 39.99% - 20.00%: Grimy (Critical failure range is 2-4) - ''Per shot: -8 Condition, -8 Cleanliness''
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* 19.99% - 1 shot remaining: Caked (Critical failure range is 2-5) - ''Per shot: -16 Condition, -16 Cleanliness''
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* 0.00%: Action jammed (The action is locked up, and the gun is completely unusable until it is cleaned)
= Special cases =
= Special cases =

Revision as of 23:13, 25 December 2014

Firearms have to be properly maintained in order to be kept running. Two statistics affect every firearm: Durability and Reliability.

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

Durability is the general condition of a firearm, representing its structural integrity. Two values related to Durability exist: the Durability Value (DV), and the actual Durability score, also called 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

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

Reliability is the cleanliness a firearm; how much dirt and grime is accumulating inside. Two values related to Reliability exist: the Reliability Value (RV), and the actual Reliability score, also called Cleanliness.

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

  • 3000 + (RV x 450) = Max Reliability

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

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)

Special cases

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.

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 firearm maintenance, which will provide gunsmithing services; 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 firearm that requires maintenance.
  • 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% reliability points.

DV/RV values

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

See also