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How much breadth of weapon selection should we offer within each category? #5

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zrisher opened this issue Aug 5, 2015 · 1 comment
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@zrisher
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zrisher commented Aug 5, 2015

For each type of weapon (i.e. "gatling gun" or "autocannon"), how many types of each should we aim to provide? Right now we've planned 6 of each, along the basic paths that these weapons take in real life. Would only having one or two of each type make the mod easier to use or more interesting?

Per one contributor:

I'd focus less on lots of overlapping and similar weapons (Which it looks like you currently have planned) and pick one or two widely differentiated weapons of each general role and class. So instead of six variations on autocannons, have two or three fixed firing guns of widely differing capabilities. One low-velocity howitzer-style gun with good explosive/shaped charge effect, one high-velocity gun with good penetrating effect, and one rapid-firing autocannon-style weapon for example.

@drNovikov
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This mod #7 is a good example of a proper weapon variety. 3 types of launchers: default 200 mm, spammy inaccurate 100 mm with small blast radius, slow but big 400 mm missile.

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