BTW, are you really working on the game now? 'Cause this might be a game I wanna get my hands on (after being completely bored by the so-called next-gen games blah blah blah arrgh).
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I've been thinking of this in view of a game like Borderlands or Phantasy Star Online. In those games you've got loads of weapon combos, yet there are constraints that clamp them to a relatively tame mean. In Borderlands (or so I've heard 2nd hand from a friend) you've may get a gun with an awesome, super accurate scope but which only has 2 shots. Or in Phantasy Star you may get a gun which you can improve to insane levels but which only works on 1 class of enemy.
This has got me thinking that if the majority of gear clumps toward some mean (and it HAS to because all random systems do) then provided that mean produces relatively average or above average gear you don't have a problem. (To clarify that is to say the gear is special in some ways and mediocre in others).
It seems to me that if you have this sort of situation and enough gear the need for balance becomes limited to making dominant weapons rare and limited in use. You don't have to make each (or even the majority) of the weapons themselves balanced because in an open world game the player can flee from one challenge and scavenge for gear elsewhere.
The only real downside I can see is having to be a packrat, but I really hope players can get into the "playing with the cards you're dealt" mentality.
You will make the gears' functionalities depend on their components, won't you? 'Cause I wanna see, say, a strange rifle which at one play session shoots a bolt of destructive energy, because it's bullet is composed of a bit of life force of the user. But the next time I re-start the game, the rifle might shoot a bolt of destructive energy which also creates a "morale-drop" area around it, 'cause now it also needs some "evil thought" as a component of it's bullet. That'll be really cool.
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Haha, that's actually cool. Maybe all governments demand that superweapons be turned over to them-- for a reward. If you don't and they know of it then they start making life tough.
Clearly that'll be cool. But perhaps this won't make much sense if there's no "technological advance" of some kind in the game. If the demanding factions are able to reverse-engineer the superweapons and thus increase the weapons' availability in the game's universe (and also greatly increase the prices of the weapons' components), that'll make more sense.
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That would be funny because then a player holding onto their nova cannon would be forced to be a frontiersman. I wonder if that actually is a bad idea?
Not, if social context plays a big part in your game. It's all depend on you, and it should go hand-in-hand with the intensity of the trading system. If the trading system involves many psychological complexities (persuasion, lying, etc), then the more social context in your game the better.
If you want less social feel and more *cough*mindless*cough* actions in your game, then don't hesitate to give the player many ways to escape from being shunned by the NPCs.