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Do we really need ammo?
A not-so-modest proposal

It's no secret that guns have some long-standing quality-of-life issues that make them a far less popular weapon type than melee weapons in general. There are a lot of arguments to be made about gameplay balance for/against guns, but one thing I would hope we can all agree on is that the economics of firearms is very scuffed relative to melee weapons.

Some of the holsters are incredibly overpriced for such a simple and required core function for a character. Mods are very expensive, so much so that some of the key ones cost as much as a higher-end melee weapon outright. Often times modding a gun will run you multiple times more money than the actual gun itself, which is very strange. Depending on what you're trying to do, all but required as an additional and rather significant tax on purchasing a replacement gun. Cleaning kits aren't expensive, but it's yet another tax on guns that exists with no parallel for melee weapons. Finally, some ammo types are quite cheap, but with others, you're literally lighting chyen on fire every couple of seconds you're in combat.

These little operational costs add up and can balloon rapidly if you want to be a very active combatant and use firearms. Sure, if you're a big kid and you're blasting the big kid bullets, you theoretically should be able to afford it, but just the fact that you can get into a fight with someone and spend several thousand chyen in ammo only for them to pass a flee check or wind up getting into a situation where the combat goes without a resolution is very problematic. It's entirely possible to blow several thousand chyen down the barrel of your gun in a single encounter.

My suggestion is to get rid of small arms ammo. Issue a UE refund to the handful of characters who have any investment in the skill. Roll the one important maintenance use case of the skill into a different skill. Or leave it and rebrand it and put a to-do sticker for adding more content to it at a later date.

If you're committed to keeping the annoyance of trying to manage reloads in the middle of eye-watering screen spam red text as some form of higher game balance reason, then you could simply make it a generic 'reload x' verb, where it pops a message out of your character dropping a mag and putting a new one in. You can keep the bullet counter stuff in the game that way. Then you'd have a 'check x' verb to check the mag status, although if reloads are a free action, it seems a little redundant to not just reload after every use.

Guns are loud, cool, and themely, and could use a bit of love in a few key areas to bring their usage up. I've always thought it was a bit odd how neo-feudal SD is in relation to other CyPu media, where guns are ubiquitous solutions to most problems a chummer might run into.

Another consideration is that ammo management outside of combat is an actual unfun pain in the ass, and I can't help but wonder the amount of item clutter random full and partially-used magazines contribute to the game.

Years ago I remember a discussion about having different ammo types, things like hollowpoints, overpressure rounds, armor piercing, or reactive ammo types. If those things are still going to get added to the game at some point then safely ignore my post here. I just saw that there was a discussion elsewhere on the bgbb about potentially combining or removing some of the unutilized skills, and munitions was specifically mentioned, so I figured I'd put forth the idea.

Never made a forum post…

Please no.

Everything about this is anti-immersion.

Do you care to actually address any of the pain points, or do you just want to gloss over a reasoned argument as to why micromanaging bullets isn't the greatest gameplay mechanic ever when sword go brrr?
I do not. I think they are ridiculous.
While I think ranged weapons can get some love to bring them up to speed with long blades, I don't think removing ammo will achieve that. I think the ammo mechanic is fine as it is, though munitions skill is definitely underutilized and could also use some love. I've never personally felt that ammo was a hassle to manage at all.
Yes, we do need ammo. This is silly. I can understand wanting to streamline reloading guns, but come on.
One of the coolest things on Sindome is modifying your guns and making sure your weapon is loaded and ready to go. One of the other coolest things on Sindome is forgetting to load your weapon and dying because you're trying to fire an empty gun. I disagree with either of these things being taken away from us.
I'd rather the jamming system be looked at before ammo. But maybe ammo cost could be looked at and decided if adjustments are necessary, especially for lower and low mid-tier guns.
This post was written in the spirit of buffing the poor economic balance of firearms, but that seems to have been lost in translation. I'll go back to the drawing board on other ways in which the firearms experience might be improved.
Some people have mentioned tedious melee weapon maintenance as well as potential weapon-related balance(damage maybe) issues. I would love to hear more about that, my reaction is in reference to the idea of cut content I never got a chance to use.
@Crashdown

Agreed, I think jamming could be done away with entirely with no real loss to anyone except maybe some of the intense immersion people. Having personally seen someone lose several hundred thousand chyen of gear because they were chased across rooftops and their gun jammed, causing them to lose a fight they should have won, I have to say that I'm not at all a fan of that system.

It's entirely arbitrary RNG, and very poor gameplay mechanics.

@bitlittle

This is really the crux of the argument I was making. Guns are much, much more expensive to own, modify and operate than melee weapons, and while they do get some benefits, they aren't balanced based around the economics.

The ranged vs melee mechanic is more centrally balanced around melee weapons having very significant added defensive benefits over firearms.

When you buy a katana, you get a weapon that performs at 100% of its potential, never needs maintenance, and has no costs or built-in RNG risks associated with using it.

When you have a gun, you get a % of it's max potential taken off and put behind an additional and very expensive paywall of both goods, skills and services. These additional costs can be the combined expense of multiple times the expense of a middle-weight firearm. You don't need them for your gun to be effective, but you are using a less effective version of that gun by not having them. Some are much more impactful than others.

There were suggestions in the past and even staff commentary about adding sharpening stones and the need to repair and maintain melee weapons, but there was significant community backlash to the proposal and it seemed to wither on the vine. This is dating back some 4-5 years now.

"Do we really need ammo? "

Yes.

As someone who uses guns IRL, I think the whole proposal is ridiculous. If you want to argue a rebalance for the combat effectiveness of them, I could be onboard for that, to a degree but all the other gripes I see in here are just silly. Melee weapons are often way overpriced for as simple as the weapons are in my opinion and feel more like I'm playing a level based video game than anything resembling Real Life but guns? Guns are generally expensive. Mods for guns are generally expensive and often times more expensive than the base guns. Ammunition gets expensive. Owning and using guns gets expensive. That's just a fact. Guns are one of the few places in the game where I think the price curve and required expenses actually look pretty realistic.
Short answer? Yeah, ammo is a solid mechanic and balance for guns.

I think, and correct me if I'm wrong, but the balance on melee vs guns is currently pretty spot on. There are lots of things that guns can do that melee weapons can't. Most of the things I could mention would maybe be classified as FOIC so I won't mention them here. I dunno, could be safe, but in a nutshell they shoot from far away.

You mention the add ons being expensive, but I think you're ignoring the fact that melee weapons don't even get that option, so that's a major plus for firearms in my book. Sure it costs, but no scope available for your katana chummer sorry.

The fact that you see high-end players and NPCs rocking both seems to indicate to me that things are fairly balanced. If long-blade was that OP, I think you'd see a lot less xo3 totting badasses carrying heat. Right now I see a pretty good variance in the field of carry.

@wh1ppet

Melee weapons are often way overpriced for as simple as the weapons are in my opinion and feel more like I'm playing a level based video game than anything resembling Real Life but guns?

Hate to be the bearer of bad news to you, but you're playing a level based video game.

From an actual daily gameplay standpoint, I pretty much agree.

The reality is that the best firearms users slap some 50 round mags in their pistols(?!) and forget ammo is a thing (until their gun jams 36 shots later). I've never been a fan of how much fussy, fiddley realism gets applied to firearms gameplay while melee weapons are equip-and-forget-forever attack sticks however that is not to say I think melee weapons should degrade or otherwise have any of the clunky junk that plagues gunplay. It should be easy to jump into fights without thinking about cost-benefit of weapon durability/ammo reserves, and this is one of the reasons I think casual combat is dominated by melee weapons and guns skew massively towards huge magazine use.

My experience is most gun-specced characters just flat out don't fire them very often and so a lot of their skill fantasy is loading, unloading, cleaning, et cetera and deriving enjoyment from that, but I do think it's telling the pro gunkiller meta is to roll with drums of infinite bang-bang.

That said I suspect UE will cap at 1000 before firearms ever get their jank pruned.

Decrease the cost of regular ammunition.

Allow easier access to small-caliber firearms for characters. (Not allowed to brandish unless a threat is immediately present, must remain open-carry holstered at all times, intentionally trying to conceal-carry is a crime unless you have a license.)

Maintain licensing system for higher-caliber firearms.

Create specialized ammunition that costs more but does different types of damage depending on the ammunition.

Specialized ammunition (besides less-than-lethal rounds) should be illegal as hell unless you are licensed corporate security.

Where's the less-than-lethal rounds that the jakes are forced to use due to a humanitarian and ethics crisis, that terrorists proceed to counter by strapping pillows to their heads?

Where's the incendiary bullets that burn holes through clothes and inflict massive pain damage?

Where's the flechette shotgun shells that leave people bleeding profusely?

There's my two cents. Guns should be more readily available, at least on the lower end, and gun's main advantage should be, 'higher cost, higher weapon flexibility'. Able to do more types of damage due to specialized ammo. That, and firing at range with their current system.

@Jmo Guns are not in a good place mechanically. They're fine in terms of pure utility and functionality, but they have a whole host of both QOL and cultural issues. People still use them, because style over substance, and guns are CPAF, but if you have ever had the chance to experience both sides, the difference between them is frankly shocking.

Guns have a few nice things going for them, but people really gravely overestimate and oversell their 'unique strengths' that the vast majority of times are not relevant to the conversation. There's been a very steady and linear progression of melee characters of various types because there's both strong game fantasy for melee fighters and strong mechanical advantages. If six hungry hobos come at you as a mighty street samurai, you slice them into meaty slap chop chunks, and move on. If six hungry hobos come at you and you're Johnny Bigdick the gun solo, there's a pretty damn solid chance you're going to die. I really, seriously, cannot overstate how much a massive meta-shifter that block is, and then later on the DW parry changes were made, and it made melee weapons absolutely stupid for those with disposable incomes.

@0x1mm Drum mags do invalidate most of the silly scenarios people pitch as being cool and awesome, like dying because SD combat spam scroll made it so you couldn't see you typoed pumping your shotgun. That's not good gameplay, it's fucking dumb, and I can't believe people are advocating this as being a good thing. You shouldn't have the expectations of needing to use @macro triggers, but you're literally dumb for not doing it as a gun user. Meanwhile Timmy Twokatz types "KILL GUY" and gets to chill.

Not to go into details, but it should also be mentioned that some armors are very heavily tilted against the damage type firearms use, and when properly maintained and specialized, can literally wash a staggering amount of your damage output. Drum mags aren't a choice, but a requirement at that point, because otherwise you literally will not have enough ammo to kill someone in heavy dough without fumbling around in your inventory. Again, we shouldn't be expecting people to use legal triggers to PVP just because they want to RP someone with a gun. It is in need of some streamlining and improvements, but as you eluded to, a culture of anti-gun exists even though we're playing a fantasy game where the setting is people shooting the piss out of each other. Big dichotomy there, but I remain hopeful of change, as always.

@Adamblue9000

I agree with most of what you said. Licensing was a sort of silly handout to the hall, but I don't think anyone gets excited about literal bureaucracy RP, and if you should happen to fall on poor opinion side of the law, well, good luck getting your license approved.

I personally think licensing should be mixer only, and much more liberal than it is, because the reality of the situation is that firearms being permitted to specific object ID is in complete contrast of the rest of the game design. We want people murdering, stealing and robbing, right? Well, getting your license yanked or suspended because you keep losing your gun is very silly.

Corporates have conduct and legal obligations to maintain, letting them have guns seems like a very reasonable trade-off. On the flip side, if we want to make content for Judges, then them chasing down all the legal firearms that a corporate had when diving or falling seems like pretty great RP to me.

There's a couple (and I do mean a couple) of guns that are over-tuned. Rather than fix those outliers, we instead have a situation where guns are not great, and whenever we try and have level conversations about improving them so they are better represented, we get wacky comments about X specific thing being broken. Fix the item, and then let's talk about making guns less shitty. Seems pretty straightforward.

My impression has been that basically everyone who has ever had sway over balance choices has weighted being able to attack from a room over as being extremely powerful, and justifying all of the extra baggage that comes with firearms.

For myself, I never found it gameplay relevant in practice. Telegraphing the real attack rolls that actually matter with a few peppery garbage ones always seemed hugely counterproductive compared to going west and blowing someone's brains out with a surprise demon roll. Maybe this is mechanically more relevant with like, 9mm peashooters or something, but I feel like someone must have had a clutch play two decades ago doing aim at exit and it's informed design choices ever since.

I do admit that, as long as character use extended magazines, the negative effects of ammo are mostly psychological (I've practised swapping drum mags but it's never actually happened for real), but I do think those effects have shaped player behaviour and conflict occurrences: The ammo in a loaded magazine is a countdown on every engagement, and the ammo carried by a character is a leash on every hunt.

I'm sure I'm not the only one who noticed that melee characters are much more likely to go roam on foot (or use a bike) whereas firearms characters are more likely to use cars or AVs and go point to point. Conceptually it's an interesting contrast in play style but really it'd be ideal for everyone to be out going around more often with all their gear in hand rather than basing out a pad/club, going to a target, and then coming right back to reload and clean a gun.

I was pretty disappointed to learn that a diversity in munition types didn't exist. I am not experienced enough with the firearms in Sindome to express much of an opinion, but my interest in the game's firearms selection has waned when I see the cost of ammunition alone. Perhaps a good first step in remedying the firearm issue would be to first lower the cost of ammunition and then introduce a variety of ammunition types brought up in other Ideas threads. Also making disposable firearms of various skill and not just pistol skill would be neat if they don't already exist.
I don't have a solution, I'm just here to say that I agree that guns are ridiculously inconvenient for negligible benefits over melee weapons, especially if you're not corpsec. It makes zero sense to have all this annoying 'realism' for one category of weapons and have the other category use anime logic. I put realism in scare quotes because IRL my perfectly clean gun doesn't magically become super dirty and jam after one shot or other ridiculousness I've witnessed.
Long Blades are not nearly as OP as some people here seem to think. They're overall fairly balanced with one another.

I do dislike the fact that we don't have different kinds of ammo, but I also understand why we don't.

That said, both firearms and blades have clear advantages and disadvantages, and it feels like people just haven't found out IC where some of the advantages guns have over blades, or vice-versa, are. Plus, the "flavor of the year" skill ebbs and flows. Sometimes we have lots of Max UE PCs with long blades, sometimes with firearms. It comes and goes.

I feel like the "advantages" that people say guns have are extremely specific things that will only be effective in like 5% of situations and will still only give you a minor advantage over a long blade that is effective in 100% of situations.
The number one advantage of guns is huge when you consider all the complaints about the guarded posture or even just parry in general. You can't parry gunfire easily so when on the offense especially shooters just can't really be slept on. They're also good defensively even at lower levels of skill as long as someone's stat sheet isn't just magnitudes better than yours.

The downside is that while they're very difficult to parry, they are also more difficult to parry with.

I preferred it when you could only parry with a gun if it required just one hand so you would even be able to counter attack with your free hand if you had invested in an unarmed combat skill, but that turned out to be a bug. If it were meant to work like that and certain shortened rifles were one handed it'd mean that using two handed guns would be the only thing that kills your defensive capabilities as a shooter.

As mentioned by others though, guns jamming as easily as they do is a much bigger problem.

If I'm shooting from far away to not give the enemy a chance to retaliate they can just walk away to cover. If someone else is in the room attacking them, I might as well be in the room too attacking. Really it's only useful if you can block someone into a room and/or you have a high-powered weapon that stands a good chance of one or two shotting your target, in which case you're probably much more powerful than them to begin with and didn't need that advantage.
There was a time and a space when playing a hybrid melee/shooter was a viable strategy. I discovered that there was an unlisted manual hand swap verb, so you could have a knife out to parry with, then manually swap to shooting if your opponent started turtling.

This was fucking amazing gameplay and game design, but was removed from the game after I made the team aware of it's existence. I'd love for using an uzi in one hand and a baseball bat to be a viable option, but SD's combat system is very simplistic and multi-skill fighting simply isn't a viable thing in any serious capacity.

Big missed opportunity.

I'd really love if it still worked that way Talon, even if manually switching weren't allowed but you alternated weapons every round. It's not like this would make you invincible since characters who go all the way with one weapon might still be a serious problem for you in the right or wrong set of circumstances. The way parrying with a gun works right now just seems unnatural to me because of the way the defensive bonus is applied.
I'm not really a fan of this 'ammo is too expensive' narrative being pushed because there's entire characters and stores that produce and sell ammo at cheap prices that, clearly, no one is making use of.

Ammo is the least annoying thing with firearms and munitions is one of the, if not the, worst skill in the game imo.

Please stop trying to make it worse. :(

That's a fair point, Kalii. The goal is to get more people using guns by making them less shitty, fiddly and temperamental, and to address some of the economic woes of ownership. I don't want to put gun stores out of business, quite the opposite. I'd like to see ownership restrictions mostly removed for corporate citizens for the exact reason of driving that economy.

Guns need love, and I thought that a good first step would be to address one of my bigger personal issues with them, which is the financial aspect. It was an attempt to suggest improvements in ways that didn't have us talking about the larger balance problems with them, because those bigger issues tend to get pretty negative responses.

I never found ammo too expensive, so much as annoying to stockpile when there isn't someone around to produce it. I agree that munitions is profoundly undertuned, but I don't know that it's current status quo is really worth protecting as a last bastion. Like ideally firearms could have some of their annoyances trimmed while also folding munitions and explosives together (and while we're dreaming adding less-lethal and explosive rounds).

Also I agree that off-hand melee/unarmed parries would be the bees knees.

Let me tell you, it was pretty damn awesome when I was doing it. It felt rewarding because it took both game knowledge and active play to really make the most of it, which to me, is peak gameplay.

This could spiral out into a larger discussion of why these combat support classes just don't work in most circumstances, but my suggestions are not made in the spirit of harming or removing people's RP or livelihood. I brought this up specifically because I had read a thread where Slither was talking about munitions being one of the skills staff are talking about condensing or removing from the game.

Again, I'm not trying to offend you, your RP, or your character's identity, but we're talking about one of the most niche and historically underutilized skills in the entire game. The jobs for that tradeskill sit empty topside for like 5-6 years at a time, and even when people do take them, they wind up burning out because it's just not supported (and guns poopy.) Allegory about making sausage or something applies here.

Rolling explosives and munitions into one skill is something I'd be down to see. Losing weapon ammunition altogether not so much. I'd rather see prices adjusted if there's something out there that's way too expensive (I haven't seen it myself, but my experience with the depth and breadth of firearms IC is pretty small).

I also like the fact that firearms can jam up. I like that they need to be cleaned regularly and that some situations put firearms at a severe disadvantage. Won't say more on the specifics due to FOIC, but the cleaning/disadvantage aspects are kind of the offset to having a firearm. You can go all in on the skill at the expense of hand to hand or a more primitive weapon, but you pay for it with the disadvantages that come with it.

I think a second, non-firearms combat skill should be considered in cases where players want to circumvent those disadvantages.

I do agree that firearm mods are on the pricey side though. Enough so that I typically avoid using them altogether. Couple the risk of losing the weapon + mods and weigh the pros against the almost certainty that it'll be taken from you, and the cost-benefit analysis doesn't look so good.

Some things are worth the risk of losing for the sake of having it or saying you have it. Some aren't. Even in a game where we're expected to play to lose, some things just don't feel good. That's one of them for me.

Thanks for the thoughtful reply, Ratchet.

The biggest problem with jams are that they are an immediate game over scenario when they happen. Your gun jams against an equally skilled opponent, you just lost your entire kit to what is simply RNG.

While there are ways to circumvent this as you said, there are a lot of situations that are not extreme edge cases in which having a gun is a major detriment. For those of us who have played the game for awhile, I think it's pretty common knowledge how often PVP involves rooftops and sewers, and even a fairly mild exposure to these spaces while keeping 'at the ready' with your firearm dramatically increases your chance of a jam.

Perhaps a better way of implementing jam mechanics in a non-gameplay breaking way is to allow them to be cleared with a verb. I realize that this too is a kick in the nuts to the ballistics tech skill and players, but honestly, the vast majority of weapon malfunctions are cleared simply by racking the slide or manually cycling the bolt or action. It's still a major downside to guns that is themely for the people who want to be OOCly and ICly gun nerdy to keep them invested, but it isn't going to literally get your character killed based on a dice roll you don't always have control over.

I'd imagine the verb to be something like "RACK HEATER" or something.

I also think that combining munitions and explosives is an extremely good idea, both for theme and game balance reasons.

I do think it's strange that jams are not a factor of player skills versus weapon tier, like melee weapons shattering is. A gun jamming is, as Talon says, more or less a sudden death mechanic so it ends up governing a lot of player behaviour out of avoidance.