#follow up idea for how guns could be added and not break the game

5 messages · Page 1 of 1 (latest)

quaint pulsar
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Dev team, hear me out

Ammo system being boxes of ammo that drain bullets, taking up a inventory slot, and a slot for your gun of choice

If you use deadly ammo on a suspect that isn't a killer, you will lose 100 social credit, or what ever would make it balanced, using non lethal will save your credit at the cost of ammo that is just your fists powerful at range or a stun gun

And new guns,,,sense we have shotgun, rifle and pistol ammo-

Shotgun, the 870 we have, a break action over under hunting shotgun, a sawn off break, and a bolt action shotgun

Rifle, a bolt action 5 shot, a single shot break open, and an assault 20 round rifle.

Pistol, we have a suppressor 1911, a luger, revolvers we have already, and Mabye a full auto like gun like greese gun.

Special gun. a stun gun that recharges after some time, a sleep dart gun uses a box of syringes to shoot, and a grenade launcher that uses the grenades but give them extra power.

wind falcon
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I feel like a thompson submachine gun would be more apropos than a greese gun

quaint pulsar
wind falcon
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blishlock versus straight blowback

hybrid token
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Hmmm, as much as I would want at least a revolver to use. I would say don't let the gun play overshadow(no pun intended) the detective aspect of it. I play for the crime solving not necessarily for the action.