Has anybody taken on the task of balancing Arcanum's firearms in mod form? Actually, an entire skill system rebalance would be nice, but sometimes I have to think realistically. The basic idea of the mod is that you wouldn't have to be ridiculously good at a skill to use it. Also, movement speed/weapon range in Arcanum hardly lets you fire a few shots before a melee fighter closes with you. A list of possible basic tweaks: -Weapon Damage is raised by a *LARGE* amount. -Weapon ROF is highly reduced to more realistic values (IE a flintlock pistol won't fire like a revolver) -Accuracy raised (you currently have to be a master to hit somebody reliably when they are standing next to you) -Action point costs realistically tweaked (for those inclined to use turn-based mode, currently impossible with guns) -Movement speeds, or at least combat movement speeds, are adjusted more fairly. Bah, I don't know, but Arcanum would be more fun if it had useful firearms. It seems that Arcanum has suffered from the team's classic mistakes. It's not as visible in the fallout games, but still there. You have to be insanely good at any given skill just for it to be worthwhile. So, am I completely off the wall or does somebody agree with me?
I agree with you, Arcanum is slightly unbalanced. I can remember my first time in the mines.... Using a Fine Revolver to take out an Ore Golem. It took 300 bullers to kill. Mainly because 280 of those bullets missed... I can remember going back to town, stocking up on bullets (2000) and then going back into the mines.
Jeez, that must have cost you heaps...I never use a ranged weapon (gun/bow) until I reach expert level with it...The bullets schematic is a great money saver. Btw, someone has taken on that task - look for the thread "Otto Krup's Firearms Mod" in the General Discussion - he's made some modifications.