Weapon shop (no ontology)

From Mazeworld

(Difference between revisions)
Line 15: Line 15:
=== Rules of a weapon shop ===
=== Rules of a weapon shop ===
-
*Sells '''24''' random, brand new weapons (firearms are at 100% condition and cleanliness), sold at full price.
+
*Sells '''24''' random, brand new weapons (100% condition and cleanliness), sold at full price.
*Sells '''12''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
*Sells '''12''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
*Sells '''one''' exemplary of every weapon displayed, or '''1d6''' bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of '''1''').
*Sells '''one''' exemplary of every weapon displayed, or '''1d6''' bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of '''1''').
Line 40: Line 40:
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes
*A [[Valuable|big purse]]
*A [[Valuable|big purse]]
 +
 +
=== Willy Wilco's Weapons ===
 +
'''Willy Wilco's Weapons''', or '''WWW''' as it is sometimes referred to, is a weapon shop located in [[Towns|Calfair Sector]]. It is known for working closely with the weapons factory in Calfair Sector, and prides itself on selling its weapons "fresh off the factory", as new as it can possibly get, therefore ensuring a regularly re-stocked inventory, which is in fact larger than any other weapon shop in the Mazes. The owner of the shop, '''Willy Wilco''', descends from a long line of shopkeepers and belongs to a comically large family (to the point that the frequently forgets how many siblings he has).
 +
 +
In this specific weapon shop, all usual services are available, plus some extra services:
 +
 +
* WWW has a much larger inventory than other weapon shops:
 +
** Sells '''40''' random, brand new weapons (100% condition and cleanliness), sold at full price.
 +
** Sells '''20''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
 +
** Sells '''one''' exemplary of every weapon displayed, or '''1d8''' bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of '''1''').
 +
** Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.
 +
** Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.
 +
** Sells '''1d10 standard magazines''' per weapon for sale, and '''1d6-1 non-standard magazines''' of each type per weapon for sale (one separate roll for each type).
 +
** Sells '''3d6 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.
 +
** Has a '''75% chance''' to sell '''primer boxes (type random)'''. If in stock, '''4 random types''' will be found, '''1d6 boxes''' for sale per type.
 +
** Has a '''75% chance''' to sell '''case boxes (type random)'''. If in stock, '''16 random calibers''' will be found, '''1d6 boxes''' for sale per type.
 +
** Has a '''75% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6-1 powder jars per type''' will be found (including empty jars).
 +
 +
* WWW also has a VIP client program.
 +
** VIP clients receive 20% off on all purchases (except Special Order purchases)
 +
** VIP clients have access to the Special Order service, which allows VIP clients to place an order for one specific weapon if it's not available in the shop. More details below.
 +
 +
* Rules of the Special Order service:
 +
** Only available to VIP clients. (see above)
 +
** Only weapons can be special ordered, and only one weapon can be special ordered at a time.
 +
** Any weapon can be special ordered, with certain exceptions below:
 +
*** Crafting-only and specs-docs only weapons cannot be special ordered (technically this means anything with a Rarity rating of 7).
 +
*** Class 4 weapons cannot be special ordered in any quantity higher than one at a time.
 +
** The higher the Rarity rating of the special order, the more time it will take to acquire it and the more expensive it will be.
 +
** The cost multiplier for a special order is: '''(Rarity value * 0.8) + 1'''.
 +
*** Rarity 1: '''1.8x'''. Rarity 2: '''2.6x'''. Rarity 3: '''3.4x'''. Rarity 4: '''4.2x'''. Rarity 5: '''5x'''. Rarity 6: '''5.8x''''.
 +
** The amount of time until a special order is available is equal to '''12 + 1d6 hours''' from the moment the special order was placed.
== See also ==
== See also ==

Revision as of 04:01, 8 October 2016

A weapon shop is, as the name implies, a business in Mazeworld specialized in buying and selling all kinds of weapons, ammunition and weapon accessories. Weapon shops are broader than their close variants, gun shops, and enjoy similar popularity.

Rules of a weapon shop

  • Sells 24 random, brand new weapons (100% condition and cleanliness), sold at full price.
  • Sells 12 random, used weapons in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
  • Sells one exemplary of every weapon displayed, or 1d6 bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of 1).
  • Sells 1d11-1 retail boxes (ammo type random) per caliber displayed for sale.
  • Has a 12.5% chance to sell 1 bulk can of ammunition (ammo type random) per caliber displayed for sale.
  • Sells 1d6 standard magazines per weapon for sale, and 1d3-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
  • Sells 3d4 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
  • Has a 50% chance to sell primer boxes (type random). If in stock, 3 random types will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell case boxes (type random). If in stock, 12 random calibers will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell powder jars (type random). If in stock, 1d4-1 powder jars per type will be found (including empty jars).
  • Buys back any weapon, accessory and ammunition for 0.5x their shop value, multiplied by their current Condition percentage (rounded up).
  • Accepts credit.
  • Accepts valuables and will exchange them for money or credit.
  • Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)

When threatened, a weapons merchant will use his/her personal weapon on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a weapons merchant can give the contestant a code orange, and killing one can increase it to a code red.

If a weapons merchant dies, they will drop the following:

Willy Wilco's Weapons

Willy Wilco's Weapons, or WWW as it is sometimes referred to, is a weapon shop located in Calfair Sector. It is known for working closely with the weapons factory in Calfair Sector, and prides itself on selling its weapons "fresh off the factory", as new as it can possibly get, therefore ensuring a regularly re-stocked inventory, which is in fact larger than any other weapon shop in the Mazes. The owner of the shop, Willy Wilco, descends from a long line of shopkeepers and belongs to a comically large family (to the point that the frequently forgets how many siblings he has).

In this specific weapon shop, all usual services are available, plus some extra services:

  • WWW has a much larger inventory than other weapon shops:
    • Sells 40 random, brand new weapons (100% condition and cleanliness), sold at full price.
    • Sells 20 random, used weapons in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
    • Sells one exemplary of every weapon displayed, or 1d8 bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of 1).
    • Sells 1d11-1 retail boxes (ammo type random) per caliber displayed for sale.
    • Has a 12.5% chance to sell 1 bulk can of ammunition (ammo type random) per caliber displayed for sale.
    • Sells 1d10 standard magazines per weapon for sale, and 1d6-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
    • Sells 3d6 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
    • Has a 75% chance to sell primer boxes (type random). If in stock, 4 random types will be found, 1d6 boxes for sale per type.
    • Has a 75% chance to sell case boxes (type random). If in stock, 16 random calibers will be found, 1d6 boxes for sale per type.
    • Has a 75% chance to sell powder jars (type random). If in stock, 1d6-1 powder jars per type will be found (including empty jars).
  • WWW also has a VIP client program.
    • VIP clients receive 20% off on all purchases (except Special Order purchases)
    • VIP clients have access to the Special Order service, which allows VIP clients to place an order for one specific weapon if it's not available in the shop. More details below.
  • Rules of the Special Order service:
    • Only available to VIP clients. (see above)
    • Only weapons can be special ordered, and only one weapon can be special ordered at a time.
    • Any weapon can be special ordered, with certain exceptions below:
      • Crafting-only and specs-docs only weapons cannot be special ordered (technically this means anything with a Rarity rating of 7).
      • Class 4 weapons cannot be special ordered in any quantity higher than one at a time.
    • The higher the Rarity rating of the special order, the more time it will take to acquire it and the more expensive it will be.
    • The cost multiplier for a special order is: (Rarity value * 0.8) + 1.
      • Rarity 1: 1.8x. Rarity 2: 2.6x. Rarity 3: 3.4x. Rarity 4: 4.2x. Rarity 5: 5x. Rarity 6: 5.8x'.
    • The amount of time until a special order is available is equal to 12 + 1d6 hours from the moment the special order was placed.

See also