Weapon maintenance (no ontology)

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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/>
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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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= Durability =
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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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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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Calculating a firearm's maximum durability points is done using the following formula:
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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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* 20000 + ('''DV''' x 2000) = Max Durability
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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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Underbarrel grenade launchers and bayonets (including integrated ones) have a condition statistic, and therefore may require maintenance as well.
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== Condition ==
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== 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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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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* 100.00%: Brand new (Normal accuracy)
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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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* 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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* 49.99% - 35.00%: Worn (FT+1)
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* 34.99% - 20.00%: Poor (FT+2)
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* 19.99% - 10.00%: Bad (FT+3)
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* 9.99% - 1 shot remaining: Terrible (FT+4)
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* 0.00%: Catastrophic failure (Unusable)
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= Reliability =
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* 100.00% - 90.00%: Excellent - 100% condition is referred to as ''Brand new''.
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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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* 89.99% - 75.00%: Good
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* 74.99% - 60.00%: Fair
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* <span style="color: olive">59.99% - 40.00%: Worn (FT+1)</span>
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* <span style="color: orange">39.99% - 20.00%: Poor (FT+2)</span>
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* <span style="color: red">19.99% - 10.00%: Bad (FT+3)</span>
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* <span style="color: #990000">9.99% - 1 shot remaining: Terrible (FT+4)</span>
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* <span style="color: grey">0.00%: Broken (Unusable)</span>
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Calculating a firearm's maximum reliability points is done using the following formula:
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= Melee weapons =
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* 3000 + ('''RV''' x 450) = Max Reliability
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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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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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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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When a firearm is used, the Reliability counter will go down by 1 for every shot successfully fired (certain critical failure types may cause shots to be fired, such as stovepipes, but other may not, such as dud rounds). Certain conditions may cause the firearm to lose Durability quickly, such as critical failure when using certain [[Maze Customs|bullet types]].
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== Cleanliness ==
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* 100.00% - 90.00%: Excellent  - 100% condition is referred to as ''Brand new''.
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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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* 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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* 100.00%: Perfectly clean
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= Care and repairs =
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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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== Gun Repair Kit ==
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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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{|
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| ''Image needed!''
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|}
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= Special cases =
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The Gun Repair Kit (GRK) is a set of maintenance and repair tools for 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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* Weighs '''1 unit'''.
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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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* Sold in [[Workshop|workshops]] for '''800''' [[Parallar|P$]] per item.
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** This includes UGLs, and they too are subject to random maintenance stat generation.
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* Can be used on any firearm, as well as on dud explosives (Class 4).
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* Each GRK can be used up to 3 times before being depleted.
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* Each time a GRK is used, it will '''restore 250 Condition + any bonus granted by the user's [[Gameplay mechanics#Repair skill|Repair skill]]'''.
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** If a GRK is used on a dud explosive, the weapon will be '''repaired''' and become usable again.
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= Care and repairs =
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== Melee weapon Repair Kit ==
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Much like how the [[hospital room]] is the one-stop shop for healing and medical care, the [[Workshop]] is the one-stop shop for firearm maintenance, which will provide gunsmithing services; repairs and cleaning are done there.
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{|
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| ''Image needed!''
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|}
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The Melee weapon Repair Kit (MRK) is a set of maintenance and repair tools for repairable melee weapons.
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* Weighs '''1 unit'''.
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* Sold in [[Workshop|workshops]] for '''600''' [[Parallar|P$]] per item.
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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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* 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]]'''.
== 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 firearm that requires maintenance.
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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%''' reliability points.
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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