It is a fact that overtime, firearms deteriorate, and then eventually will need to be fixed. Added on the crafting, repairs can remove the crude, rusty action, unwieldy, and damaged.
Weapons will have a definite number of times before needing to be repaired, and if they hit zero, they have to be placed in crafting, just like treating injuries. It will consume extra parts, like trigger system, spring, machine parts etc. And you can get these parts by simply recycling another weapon.
Items used will depend on the quality of the weapon broken, if it is a unique, then the cost of repair could take as much as 15 Fuel; as repair dependent of the item level (if the weapon is LV27) instead but anything below LV12 will be free, as well as many extra parts like what is said above. A LV 50 weapon; which is the max level as con says will take as much as 38 fuel for each weapon to be repaired.
However, i suggest (WLv - 9) / 3, should the value be negative, it is free. Lv 50 worn weapon would cost 14 fuel each. A LV12 weapon below will be free. A Lv 27 which is the current max Lv,will require 6 fuel to be repaired.
And just like treating injuries or crafting, it will require an engineer for it to work.
However, unlike treating injuries. This shall take time, just like before the medical update; where injuries requires time to recover instead. How long before the weapon can be repaired depends on the number of the engineer, as well as their level. As higher level weapons takes more time to repair.
From a maximum of 4 hrs, each level could remove 2 mins, and if you have a 2 level 40 engineers, you can remove 2.6666667 hrs from the repair time. Leaders can also count, but only 5s per engineering points instead, times your current level. If you are LV40 with 39 engineer points, you will yield 3.25 mins per level, thus you can reduce the required time by 2.1667 hrs alone. The repair could be instantaneous, should you have many engineers. However, you can only have a maximum of 2 engineers tending to a single firearm.
Calculating how long shall a weapon be in repair is depended on how much wear it has, as well as it's level at all. Say you have a 15/15 Lawson .22 Pistol at LV1. You will require 50 + (2 x weapon lv) seconds to repair it. So that would be 52s, for each wear that you used. By Full 15, it will require 13 minutes for it to be repaired.
A L27 Unique with 122/122 wear, to regain that 122 wear, will be 104s x 122, it will require 211.46 mins, or 3.5.... hrs to be repaired.
Subtracted by 2.1667 and 1.333 hrs of 1 engineer + engineer-specialized leader would make the repair itself instantaneous.
The point of this system is to break pragmatism, instead of just sticking to one weapon, you will have a use for backup weapons, making you change. So you will have more reason to cycle through the stocks of your weapons. As well as adding realism, and use to those crafting items we have stocked up that we barely use.
Say you have a Unique; Scoped FAL "Glorious Revolution", +50% damage +50% ASP, +50% Accuracy +50% effective range. The number of uses before wear is 50 mission, and if 50 missions have passed, you have to send it to repairs. However you can "Maintain" the firearm by repairing it before the wear hits zero, but it will require to be between 20% and 30% of the wear gauge.
The numbers of wear is measured by the level as well as the quality. A Lv1 Lawson .22 target pistol will have 15/15 wear before maintenance, but it will be free but will still take some parts.
As a base, the number of uses is 14, but average to low quality will only gain 1 extra use per level, if the weapon is LV1 then the uses are 15, if the weapon is LV 12, then the weapon use is 26.
- Greens will have +2 every level instead, so green LV1 will have 16 uses, while a LV12 will have 30 uses before wear.
- Rares and Blues will have +3 uses per level, LV1 will have 17 uses, Lv 12 will have 50 uses before wear.
- Uniques and Purples will have +4 uses per level, LV1 will have 18 uses, LV12 will have 62 uses before wear.
When repairing, you can choose how much wear you can regain dependent on item quality needed as well as fuel. For example, your worn weapon has 100 uses, but you only have enough resources to regain 30% of it's wear; thus you can only recover 30 wear; 30/100 weapon wear.
However, when repairing the weapon when not completely worn, as well as reaching the max gauge will allow you to have +10 - 15% accuracy at a single mission till used, giving the "Maintained" status for a single use. Defenses counts, be it as it's an infected or a raider. Knowing that many will abuse these system, maintaining a weapon is only allowed between a predetermined percentage of the wear; say 20 - 30% of the wear, as well as repairing it at that percentage requires more materials and fuel. Basically, it will require the repair to be done in between 20 - 30%, and the repairs must reach 100% for the "Maintained" status to be acquired for only a single mission.
Multiple repairs can be possible as well, so you will have more other weapon to use.
While the repairs are underway, there should be Backup Offensive and Defensive load-outs for each.
Weapons that are "worn" will still be usable as well, but it will suffer ASP, Damage, Accuracy, and range penalty when used on the field.
By itself, it shouldn't be noticeable unless you actually need to repair your withered weapon. 15 fuel per weapon repair (At lv27) should be fair and just, and it shouldn't change depending on the necessary repair so people would use their weapons to the extent before repairs. And it being considered repair and crafting is affected both by; repair-cost decrease as well as crafting cost decrease.
On another thought, time to repair might be unnecessary, but it is the only system i can think of to suspend the use of the weapon, as well as keep the fuel cost constant and reachable.
As always, values and effects can be compromised and is debatable. Please share what you think.
Thank you ^_^
Edited by GabbyManuel, 26 May 2013 - 11:02 AM.