Hi there.
I am organizing a survival-based zombie game and i would like to implement weapon durability rules.
The system i am using (AFMBE) uses d10 mechanic to reach a target number (like d&d).
I thought of something along this line:
- each weapon has a max durability value, and a "repair capacity" value.
- a new gun may have for example 5 durability, and 50 "repair capacity"
- each time you roll a natural one, you lose one durability. When you durability reaches 0, the weapon breaks/cannot be used/jams
- you can repair/mantain the weapon using time & tools. Each time you "restore" one durability point, you lose one "repair capacity" point.
- once you have 0 repair points left, you cannot repair your weapon anymore, as it is in a too bad condition to attempt repair
What do you think of this system? Are there any other systems for weapon durability that i could adopt?
Also, what are some values i could use for different weapons?
I would like something semirealistic, but also i want weapon to be repaired often enough to matter.
For a gun, i was thinking probably 10 durability, and infinite repair capacity. You need to "service" the gun after about 100 shots (10% each shot to lose 1 durability), but there is not practical limit to the amounts of time you can do that (at least in gametime; we are not spanning decades here)
For a modern-day katana, mass produced, i was thinking something along 7 durability, and about 15 repair capacity. You can repair your katana, but it will come a point where it simply breaks and there's nothing you can do, short of building a new one.
A baseball bat might have 7-10 durability, and 0 repair capacity. How do you repair a baseball bat anyway?
I am organizing a survival-based zombie game and i would like to implement weapon durability rules.
The system i am using (AFMBE) uses d10 mechanic to reach a target number (like d&d).
I thought of something along this line:
- each weapon has a max durability value, and a "repair capacity" value.
- a new gun may have for example 5 durability, and 50 "repair capacity"
- each time you roll a natural one, you lose one durability. When you durability reaches 0, the weapon breaks/cannot be used/jams
- you can repair/mantain the weapon using time & tools. Each time you "restore" one durability point, you lose one "repair capacity" point.
- once you have 0 repair points left, you cannot repair your weapon anymore, as it is in a too bad condition to attempt repair
What do you think of this system? Are there any other systems for weapon durability that i could adopt?
Also, what are some values i could use for different weapons?
I would like something semirealistic, but also i want weapon to be repaired often enough to matter.
For a gun, i was thinking probably 10 durability, and infinite repair capacity. You need to "service" the gun after about 100 shots (10% each shot to lose 1 durability), but there is not practical limit to the amounts of time you can do that (at least in gametime; we are not spanning decades here)
For a modern-day katana, mass produced, i was thinking something along 7 durability, and about 15 repair capacity. You can repair your katana, but it will come a point where it simply breaks and there's nothing you can do, short of building a new one.
A baseball bat might have 7-10 durability, and 0 repair capacity. How do you repair a baseball bat anyway?