deuxhero
Arcane
What should a developer consider when picking what and how many calibers of ammo to include in a game? Assuming there is no retarded loot treadmill where everyone at the start has 22s and everyone at the end uses 5.7 while newer guns do more damage purely because they look cooler.
I think it's reasonable to expect each caliber should have a distinct gameplay reason to exist (leave uncovered warehouses full of 4.73×33mm for modders to add).
Other thing I can think would be important of is how common a given type would be in the setting. In a sci-fi or non-Earth setting you would be able to invent whatever you want in this regard so it's not applicable. Even in such a setting, unless you are going pure energy weapons, I doubt most RPG makers have enough knowledge of bullets to make their own calibers without it going full retard.
I think it's reasonable to expect each caliber should have a distinct gameplay reason to exist (leave uncovered warehouses full of 4.73×33mm for modders to add).
Other thing I can think would be important of is how common a given type would be in the setting. In a sci-fi or non-Earth setting you would be able to invent whatever you want in this regard so it's not applicable. Even in such a setting, unless you are going pure energy weapons, I doubt most RPG makers have enough knowledge of bullets to make their own calibers without it going full retard.
Combining a few Google results the most common calibers in America are (in no order)
9mm
223/5.56
45ACP
40 S&W (This one is likely dated info. The FBI and lots of other agencies ditched 40S&W in large numbers in 2016, having determining it wasn't notably better than 9mm, after all lists I could find were published)
22LR
12 gauge
7.62 NATO/.308
38 Special/357 Magnum
7.62x39
Dropping 40 S&W, that leaves us with 8 calibers. The differences here seem largely obvious to assign general gameplay stats to (not purely simulationst, but vaguely resembling reality).
22LR: Decent accuracy, low power and range. However it is super cheap/common (it's generally sold in packs of 500 and non "gun people" often have some). Head shots do extra damage (22 has a nasty tendency to penetrate the skull once, after that it bounces around in there). 22 also has a variety of easily concealed guns.
9mm: Standard pistol ammo. Relatively low power, but good quality ammo works plenty good.
45 ACP: Compared to 9mm it does more damage and has a higher flinch (just how much so this matters in the real world is debated, but for gameplay purposes...) at the cost of higher recoil and lower capacity. It's also better with a suppressor.
5.56: All around cartridge. Has higher high range and accuracy than you'd expect from the "middle"
7.62x39: Higher damage compared to 5.56, but less accuracy and especially range. 357 can also be used in a derringer.
.308: High range, damage, recoil.
357 magnum: High damage (for a handgun), low capacity.
12 Gauge: It's a shotgun!
This gives 2 or 3 options for most types of gun (Marksman rifle, pistol, assault rifle ect., though shotgun is currently only 1) with a variety of firearm types supported.
Any suggestions to add to this?
9mm
223/5.56
45ACP
40 S&W (This one is likely dated info. The FBI and lots of other agencies ditched 40S&W in large numbers in 2016, having determining it wasn't notably better than 9mm, after all lists I could find were published)
22LR
12 gauge
7.62 NATO/.308
38 Special/357 Magnum
7.62x39
Dropping 40 S&W, that leaves us with 8 calibers. The differences here seem largely obvious to assign general gameplay stats to (not purely simulationst, but vaguely resembling reality).
22LR: Decent accuracy, low power and range. However it is super cheap/common (it's generally sold in packs of 500 and non "gun people" often have some). Head shots do extra damage (22 has a nasty tendency to penetrate the skull once, after that it bounces around in there). 22 also has a variety of easily concealed guns.
9mm: Standard pistol ammo. Relatively low power, but good quality ammo works plenty good.
45 ACP: Compared to 9mm it does more damage and has a higher flinch (just how much so this matters in the real world is debated, but for gameplay purposes...) at the cost of higher recoil and lower capacity. It's also better with a suppressor.
5.56: All around cartridge. Has higher high range and accuracy than you'd expect from the "middle"
7.62x39: Higher damage compared to 5.56, but less accuracy and especially range. 357 can also be used in a derringer.
.308: High range, damage, recoil.
357 magnum: High damage (for a handgun), low capacity.
12 Gauge: It's a shotgun!
This gives 2 or 3 options for most types of gun (Marksman rifle, pistol, assault rifle ect., though shotgun is currently only 1) with a variety of firearm types supported.
Any suggestions to add to this?