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Weapon Creation Policy
Want to make your own weapon? Read this first!
Lets say there exists a decent 9mm submachinegun that you can purchase from a certain vendor. You decide to add another 9mm submachinegun that is unquestionably better than the previous one to the same vendor for around the same price. This will cause players to not buy the previous submachinegun and thus render it a useless addition to the game. A way to fix this is to make the other submachinegun much more expensive so that the previous submachinegun still has some use, or you could also add more drawbacks to the newer submachinegun to make it less desirable.
Low fire delays should be avoided, especially for weapons that shoot more than one projectile at once. Projectiles are expensive to process and it would be best to avoid high fire rates, even if the weapon in reality would match that fire rate. For a good benchmark, smgs should have a fire delay of at least 1, rifles should have a fire delay of at least 2, and shotguns/heavy weapons should have a fire delay of at least 3.
A lot of the already existing calibers in reality have been added to Burgerstation, and you should avoid adding newer ones. Even if you're trying to be true to the object you're adding (For example, adding the Winchester 1895 with its unique .405 Winchester cartridge), you should instead use an already existing cartridge that is close in size and power to the one you're trying to add.
This is done to reduce bloat and annoyance by players when they find an obscure ammo type for an obscure gun they do not have.
Most of the faction weapons follower a similar aesthetic and color scheme to each other. Unless you really can't, please try to match it if possible.
See: https://github.com/BurgerLUA/burgerstation/wiki/Real-world-references-and-Greeking