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KinoUnko

Add cost of 1 match per reload

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Posted (edited)

while most reloading ingredients are readily available, primers are not. Most appropriate available material for making primers are match heads.

 

Edited by KinoUnko
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1 hour ago, KinoUnko said:

while most reloading ingredients are readily available, primers are not. Most appropriate available material for making primers are match heads.

 

Agree with the concept from an intellectual stance, disagree strongly with game implementation. Primers are indeed a requirement for ammo crafting in the real world, but then what do you do about the nitty gritty details?  What about hammering out the dent in the metal?  What about metal fatigue?  What about the anvil in the primer?  Even if you skip all the technical details and jump right to the percussive chemical, a regular match head wouldn't work. You'd need at minimum a strike-anywhere match.  And not only are these not in the game currently, they're not even all that common in the real world.  Strike-anywhere matches can be bought, but because of the safety concerns, they're pretty fringe items.

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Posted (edited)

Was kinda wondering why Hinterland went through all the detail of requiring Dusting Sulfur, Charcoal, Stump Remover (potassium nitrate), Scrap Lead,  and Shell Casings and did not go the one extra step where you need to also find Primers or a box of Primers to be more realistic in the reloading process. A few Primers could be found at the ammo bench to allow a few cartridges to be manufactured. Finding the box of Primers (say 1,000 Primers) could be a late game "reward", such as breaking down one of the containers at the TWM Summit.

Edited by ProsPex

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Posted (edited)

the intent isn't realism but to introduce alternate uses for essential and limited resources, to keep in line with core tenet of TLD of having to make tough choices for survival. 

New crafted items are nice, but introducing single use resources like sulfur, nitrate, scrap lead only makes the game feel like exercise in collection and not decision making that may have dire consequences in the long term. Maybe spending a few too many matches today for some extra ammo leaves you a match short to start a fire in a blizzard next month.

Typical survival game has pyramid style resource availability, most abundant resources also have many different uses while rare resources are for creating specific items. I don't think that resource scheme serves TLD. Instead the resource availabilty scheme should be flatter or even somewhat inverted. With limited set of basic materials with multiple uses, as in the case with scrap metal being used for several things and somewhat difficult to obtain, or with matches being required for fires but also for ammunition making.

Edited by KinoUnko
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