The way weapons with attachments work in the present system, you can have multiple versions of exactly the same gun, but with different attachments.
- Kar 98K (Normal, with bayonet)
- " " with Scope
- " " with Grenade Launcher
- " " with AT Grenade Launcher
These guns have separate squads to grind to unlock their upgrades, have separate pricetags, are exclusive to their classes and, most notably, are independently upgraded.
If you invested in upgrading, for example, Kar 98ks, grinding the grenade launcher or sniper variants are completely separated, requiring you to unlock and then level up their respective squads separately upgraded.
This separation is a logistical problem due to the time necessary to unlock and then level up these squads, as well as their prohibitive costs. These costs, in my opinion, do not correspond to their actual performance.
I have to stress this as a matter of concern, the purchase prices of upcoming weapons will be significantly increased.
- 1 silver weapon order is earned at the present for every 25,000 experience accrued.
- The rewards for battle will not change in any way (Quoted from the news)
- I weapons will cost 2 silver equivalent in coins. (50,000 experience)
- II weapons will cost 6 silver equivalent in coins. (150,000 experience)
- III weapons will cost 10 silver equivalent in coins. (250,000 experience)
This means AT grenade launchers, for reference, would cost over 3 times how they are right now.
Progression tier levels (Rifle grenades hover in tier 2-4, for reference)
Images below quote the news.
My proposal is simple.
Weapons with attachment slots should remove the restrictions on what can be attached to the weapon itself.
What is unlocked, researched and purchased, instead, are attachments you can put on any existing weapon that can accept the attachment. However, the attachment will impose a class restriction.
For example, if you purchase an M1 Garand and upgrade it to +2, with the correct attachment, you can turn it into either a rifleman-only grenade launcher or sniper-only rifle, with both versions also being +2. However, before I can put a sniper scope on the M1 Garand, I have to first unlock the sniper variant in the (future) tech tree.
Instead of, say, owning 20 garands, with 10 regular variants, 5 GL variants and 5 sniper variants, I can merely own only 10 garands and just have 10 specialist attachments.
I would no longer need to separately upgrade the GL and sniper variants, I would merely need to put on the correct attachment.
Why would I make this a point?
Because the costs of buying weapons are already prohibitive by default, delving into the specialist versions with unique attachments compete with whatever silver/coin budget you set aside to arming your other soldiers.
If we’re using bolt-action rifles with grenade launcher attachments for a reference, you would be paying extra for a rifle you already own, but with an additional functionality in the form of rifle grenades that only you, the player can use, and will no longer have the ability to use if the bot expires before you have a chance to use it. Whereas you can instead choose to use automatic rifles both you and the bot can utilize, without being forced to use an inferior gun.
When the choice is what is essentially a starter rifle with additional functionality exclusive to the player, and an automatic rifle both you can use, it’s an easy economic choice.
Once again, the purchase prices of upcoming weapons will be significantly increased.
Weapons with special attachments should not be a luxury, but a regular part of a player’s toolkit. You should be upgrading less stuff overall, and just paying for additional functionality on top of, and not separately of that.