You missed the easiest option that would not need any global balance changes: If TFP diminishes the stats range between q1 and q6 weapons, then the differenence between the tiers will be automatically bigger
Currently each quality level increases damage by 5% of the base damage for a weapon (if I remember correctly), plus/minus a random value. Reduce that to 3% and a q5 stone axe is not on average 20% better than a q1 stone axe but only 12%. An q1 iron pickaxe would now be 8% better in relation to that q5 stone axe without changing anything about it.
Durability is not an issue in this game, especially for stone stuff. It's a near instant repair that costs 1 of very easy stuff to get. I would only be skeptical of using something if they required parts to repair, but if I'm not mistaken, nearly everything is repaired with the repair kit. Though I do agree that the difference should be more radical like you said.
I do think there's a middle ground, like meganoth said, there could be a tier damage value nerf, or like riamus said, have more specific requirements for mods.
To be fair, I agree with both of their ideas. And I personally would handle the situation like this:
1. Have the quality disparity/requirements increase based on tier:
- Stone tools would require 10 magazines to reach max quality, while the following tiers would require exponentially more.
- However, also make the qualities have different percentage gains based on tier +3%/5%/7%
- This makes sure that stone tools are average all around (as they should) and the max tier has significant upgrades between qualities, which also take longer to reach, extending the endgame and buffing the early game to mid game progression by getting into tier 2 weapons.
2. Rebalance mods to tie with both quality and tier:
- Stone 1-2 quality would not allow any mods, while 3-4 quality allows 1 and 5 quality would allow 2
- Iron 1-2 quality would allow 1 mod, 3-4 quality allows 2, and 5 quality allows 3
- Steel 1-2 quality allows 2, 3-4 quality allows 3, 5 quality allows 4
- Quality 6 weapons would allow 4 at all times to prevent people from not being able to use their favorite gun (4 is the max right? genuinely can't remember)
Something along these lines, I just wrote this in a few minutes, but each weapon be it tier or quality, would feel very different from each other.
Nope, I actually did think of that. You're not thinking of this with balance brain.
First of all it is a global balance change, you're changing the balance of literally every weapon and tool lol. Q5 stone gets nerfed by 8% globally, which might not sound like much but if you cross any hit thresholds it becomes substantial. And that's going to happen across the range of quality/weapons/enemies/tools. So it won't be 8%. Let's take the common zombie. Lets say pre-nerf it took Q5 stone 3 hits and a power attack on the ground to kill...all headshots. Now it takes 4 hits and a power attack. That's effectively a 25% nerf for the most common weapon in the game. Players are going to notice their stone tools are weaker.
It also STILL runs into much the same problem as currently. Right now its a question of "x is literally better than y", but even if you squish everything numerically you're forgetting about the repair costs. Stone Spear does not have repair kits required to maintain. If Iron upgrades are only a tiny bit better (and with the mod amount differences they'll prolly still be worse) then its not better at all unless you have infinite repair kits. In a game state where the water economy has been hit and glue and duct tape have significant value then Stone Spear is still going to be the better choice for smart players until roughly the same quality break point...iron 3. This is even worse for Stone Axe since its good for everything and now Stone
Not only that but you've made this change at a cost. Quality now matters alot less. Not only might you still skip Quality 5 stone to Q3 iron, you might just skip qualities more in general now because it takes 2 qualities to make the difference of 1 now. 5% vs 6% for two compressed qualities.
No need to wonder any more. I made a modlet with your suggestions. Removes scaling from mods and scales damage off quality only (and perks). T0 is squished, and T1+ starts at higher and higher scaling levels (resulting in a lower increase per Q but it makes the jump from Q6 to higher tier Q1 more worthwhile). Mods are also based off tier, with T0 having 0-2 mods based on Q, T1 having 1-3 mods based on Q, and so on.
You can fidget with the numbers yourself - I put them all in a very direct format.
https://mega.nz/file/UAhUAAob#vl8zaO--tFHn88RcX_m0jMgBCxKmGErYBB6v2rEwbXs