phillon said:
I think for the various classes of weapons (pistol, SMG, Rifle, Energy, etc.) there should be about 20 - 25 max available for each class. If there are too many weapons then it can become overwhelming and of course ultimately there just is not that much of difference in the same class anyway.
Rare or unique weapons is something I like and will incorporate in my mod as well, but it has to be used very sparingly, otherwise the game will start to feel like Diablo (i.e. just a loot hunting fest) and the uniqueness and rarity feature will become less and less meaningful.
That's my input at least.
I am one of those guys that accepts all opinions even those that differ from my own, that way you are able to see a greater picture of ideas rather than just your own. Thus reinforcing your initial theory and by accepting alternate ways of thinking, building on top of your idea to make it far greater. Multiple minds work better than one eh? The reason for this topic is to see different opinions.
In many ways I can agree completely with what you are saying. Weapons in this engine can only differ so much from the next and that concept is a little limited with this platform, to a degree. And the whole idea of adding an item rarity system will bring other games and gaming behavior to mind. Warcraft, Diablo, Borderlands, Defiance, the list is endless. All of these games incorporate an item rarity system in some way and it only forces one thing... Elitism... Players are forced to believe that by collecting unique items they can be the best at the game, usually forcing them to play in tedious and boring ways, like grinding or finding all secret locations blah blah blah... In other words forcing the player to play systematically and 'like everyone else', not choosing thier own path, but the one that is chosen for them to become the best, the elite... Fuck that! My way is different.
In my opinion the rarity system should not be about collecting the best weaponry or armour, but the rarist! I mean duh... it's easy if you think about it. Just picture this... A player rummages around some crates to find a unique (orange) Škorpion vz. 65 SMG... hmmm... nice! The player smugly equips the weapon and struts off thinking that he has found an 'ultimate weapon' of some kind. The player then searches another place to find a common (white) Škorpion vz. 68 SMG that actually has greater stats! The player now is playing differently than elitism, the player is thinking stategy and tactics, looking at stats rather than colour...
Rarity, to be simply put, should only be about rarity. How rare a weapon is to find within your game. this can be done very easily by making a system that you stick with when creating your game flow. For example this is the system I use;
Common = (100 or more total in game)
Uncommon = (40 or less total in game)
Scarce = (20 or less total in game)
Rare = (5 or less total in game)
Unique = (1 in game)
This is also coupled with another system I use that calculates a rating and value of each item. With this concept, elitism can be reversed and a new type of gaming can be created. When players realise that rarer items only cost more because of how many are in the game, and not because of stats. The rare items just become an intersting side to your overall project. It will not over-rule it and decisions made will be from the individual player, not the system.
To be honest, the amount of weaponry and items in my game will be far too vast for most peoples tastes. But i am building it for myself, the way I would enjoy it. Hopefully that will maybe rub off a bit and reinforce other modders projects, as you reinforce my own. Thank you phillon for giving my a sense of your thinking. It helps more than you will ever know.