- Jul 23, 2019
- Reaction score
- First Language
- Primarily Uses
Because you could have an assault rifle that uses an exploding bullet or assault rifle that uses a rubber bullet while still being an assault rifle.Okay, then why wasn't the equipment sufficient in diversifying gameplay style to begin with?
in your project, what's the gameplay difference between the exploding bullet and the rubber bullet?Because you could have an assault rifle that uses an exploding bullet or assault rifle that uses a rubber bullet while still being an assault rifle.
The assault rifle is an automatic firearm in which if you pull the trigger, it will keep shooting. Meanwhile, if you use a revolver, it will only trigger once per pull. In that different mechanism, both of those weapons could be augmented/modded with both exploding bullet or rubber bullet.
Now, if you design different assault rifles that shot a different bullet, you gonna have a lot of assault rifle types, bloating your item list. Augments help to make it more modular.
I think this is the key takeaway here. Instead of having a bunch of similar but slightly different weapons/armor, you can have a modular piece of equipment that can function as the various aforementioned weapons/armor. And as already mentioned, this saves on database size.Augments help to make it more modular.
Oh. Well, if discussed theoretical game with this system functions like MGSV's system (where the weapon is the only equipment with customization and the modifications are sidegrades to eachother) and not like Minecraft's/WoW's (where you have to put all of the strongest enchantments possible on every weapon and armor piece you have to stay viable), I don't have a problem with it.In my project, I don't have this. It was an example of how you can use it.