12-06-2014, 04:14 AM
(This post was last modified: 09-01-2022, 01:03 AM by Fearless Community.
Edit Reason: Checked Encoding
)
FAS:2 would be an amazing addon, it already includes a modificatin system for weapons, includes updated versions of nearly every weapon on FL, AND includes a personal medkit system which could also be added to replace our current medkit system, which can be used on yourself or other players opening up true medical RPs and field medic operations.
Obviously leave out things like the grenades and launchers since we dont need those.
Varrying levels of equipment upgrades give higher prices than others, which is a money sink to help slim out the economy.
The SKS in FAS2 for example:
The sheer amount of attachments for this weapon would sink quite a bit of cash if the owner died while useing it "I suggest we make attachments not save on death but the default weapon would still drop"
It can have a 20rnd Mag, 30nd Mag, multiple scope types, silencers, each with varrious changes to the weapons stats itself, depending on how its priced say a 10k weapon could become a 40k cash sink in attachments alone, ontop of regular ammo costs.
On a side note FAS2 also has a very light weapon experience system where the more you use it, the better you are at it until you die.
This would give way to a true reason for having a fireing range, practiceing with weapons to learn how they operate and just eventualy getting better with them, which also in turn acts as a cash sink for the increased amount of ammo used at these ranges.
Obviously leave out things like the grenades and launchers since we dont need those.
Varrying levels of equipment upgrades give higher prices than others, which is a money sink to help slim out the economy.
The SKS in FAS2 for example:
The sheer amount of attachments for this weapon would sink quite a bit of cash if the owner died while useing it "I suggest we make attachments not save on death but the default weapon would still drop"
It can have a 20rnd Mag, 30nd Mag, multiple scope types, silencers, each with varrious changes to the weapons stats itself, depending on how its priced say a 10k weapon could become a 40k cash sink in attachments alone, ontop of regular ammo costs.
On a side note FAS2 also has a very light weapon experience system where the more you use it, the better you are at it until you die.
This would give way to a true reason for having a fireing range, practiceing with weapons to learn how they operate and just eventualy getting better with them, which also in turn acts as a cash sink for the increased amount of ammo used at these ranges.