» Tue Nov 02, 2010 3:22 am
The way you deal with balance is by giving evry attachment some type of penalty. Say, your silencer reduces both damage and range. But one silencer reduces more range while the other one reduces more damage. you could also do the same for stocks. two stocks that reduce recoil and movement speed. One reduces recoil by very little hence very little movement penalty, while the other decreases very significantly recoil but has a great movement penalty.
To avoid overpowering, well it is all about numbers. if you have different stats like damage, range, movement, recoil, reload speed etc. Then say for example that each stat ranges from 1 to 100. This comes to a total of 500 points. then you just make it so no combination exceed for example 350 points. (70,70,70,70,70), (90,70,90,50,50), or (52,100, 47, 60, 60) etc. the last one doesnt even reach the 350 cap but has mac range.
Lastly, yes, some SETS might become useless, but because that combination would be useless does not mean that every part of that combination is useless in itself. Each of said pieces might be godly combined with something else.