Quote:Original post by Elhrrah
In order to add complexity and reduce redundancy, you can add things such as different damage types, or bullet effects, to create a series of weapon sets.
+ Reload complexity / speed
+ Weapon dexterity / weight
+ Ammo availability / ammo cost
+ Clip size / rounds per reload
+ Projectile type (in my game: frag, laser, plasma, pulse)
+ Projectile traveling speed
+ Projectile traveling Accuracy
+ Weapon aiming accuracy (sights, scopes)
+ Firing rate
+ Shot modes: single, burst, automatic
+ Firing recoil
+ Projectile damage (hurt targets)
+ Projectile force / power (knock targets around)
+ Projectile shock (stun targets)
+ Projectile critical-chance
+ Splash damage / area effect
+ Stealthiness
There are other concerns, such as buying price and storage size (or where you can holster it). As you can see, it wouldn't be that challenging to come up with 40 diverse weapons.