Adam the Waster
Hunter
I think there could be better progression teirs in 7 days to die to help with looting and gives more varried crafting for whatever role you need.
The ranks go as,
But with a system like this you could have more Varrants of weapons for your early or even late game but each weapon would have a purpose for that stage.
Shotguns for example on tier 1
you want high damage do for the double barrel.
You want more range, reload speed and durability go for the single shotgun
Want more ammo? Go for the hunting shotgun
Other weapons around Tier 1 like ars and smgs are special because they are only simi auto unless you add the trigger mod. This makes sense because they are civilian grade weapons
In terms of melee it goes
Weapons.
Tools
Guns/ranged
Robotics
Throwables
The ranks go as,
- Tier 0: pipe/zip guns, black powder, crude Makeshift weapons
- Tier 1: civilian, hunting and cheap readily available weapons and gear
- Tier 2: high grade civilian, sporting, police, illegal (was), and prepper
- Tier 3: higher grade civilian, big game hunter; military, SWAT, apocalypse prepper
- Tier 4: legendary weapons
But with a system like this you could have more Varrants of weapons for your early or even late game but each weapon would have a purpose for that stage.
Shotguns for example on tier 1
you want high damage do for the double barrel.
You want more range, reload speed and durability go for the single shotgun
Want more ammo? Go for the hunting shotgun
Other weapons around Tier 1 like ars and smgs are special because they are only simi auto unless you add the trigger mod. This makes sense because they are civilian grade weapons
In terms of melee it goes
- Tier 0: crude: bones, stone and even wood. And some are cloth and leathers
- Tier 1: scrap, rusted/old tools turned weapons, and applicants, and over the counter weapons
- Tier 2: iron, Renforced iron, specialized tools turned weapons, police and more
- Tier 3: steel weapons, harden steel, special modded melee weapons, and military
- Tier 4: legendary weapons
- Tier 0: crude: stone
- Tier 1: scrap, Rusted tools, old cheap hardware store tools/appliance
- Tier 2: iron tools, renforced iron, mechanical tools and iron motor tools
- Teir 3: steel, harden steel, and steel motor tools
Weapons.
| Clubs/maces | |
| Two handed clubs/bats | act like the bat use more stamina but more damage and hit more targets |
| Sledges | |
| Batons | |
| Flails | wide sweeping weapon for stunning targets |
| Knives | |
| Machetes/short swords | more damage then knives but slower use more stamina and less stealth damage |
| Long swords | even more dangerous and able to cut through many targets but uses more stamina |
| Knuckles | |
| Gauntlets | Knuckles that hit slower but hit harder and add defensive to you |
| Claws | like Knuckles but swing faster and can cause crippling wounds |
| spears | |
| pikes | Spears but slower, longer hit range, and able to go through more armor and targets. |
| Glaves | range of the spear, wide attack range of a sword |
| Tomahawks/combat hachets | both stun and cutting potential but not good against armor |
| Battle axes | even higher stun and decapitated and wider attack range but slower and more stamina |
| Picks | quicker, uses less stamina, cheaper but harvest less. |
| Pick axes | |
| Jack hammers | increase harvest and higher damage but uses gas |
| Hachets | quicker, uses less stamina, cheaper but harvest less. |
| Axes/fireaxes | |
| Chainsaws | increase harvest and damage but cost gas |
| Spades | quicker, uses less stamina, cheaper but harvest less. |
| Shovels | |
| Augers | can be used for both stone and dirt it's harvest more much more damage agents dirt but uses gas |
| Salvage tools | |
| Electrical salvage tools | uses no stamina but needs to be charged |
| Sickles | increase plant harvest yeild, wider harvest spread |
| Harvesters | uses no stamina but uses gas. Increase plant harvesting |
| Pry bars | able to pry doors, chest and more open with a handy pry bar like a lock pick but uses stamina. |
| Repair tools | |
| Electrical repair tools |
| Pistols/mangums | |
| Smgs | separate from pistols trades high dps for poor durability |
| Carbines/heavy carbines | has the headshot bonus of rifles, uses pistol/magnum ammo for less or mid damage |
| Rifles | |
| Assault rifles/machine guns | |
| Shotguns/ sawnoff shotguns aka pistol shotguns | sawn offs have a special up close bonus, normal shotguns have a bit more range now |
| Grenade launchers/rocket launchers | grenade launchers blow up larger then a pipe bomb but not as dangerous as Grenades |
| Anti material rifles | rare Anti special zombie weapon ment for high tier zombies or hunting, ammo is both very rare and expensive |
| Flamethrower | crowd control and area denial, add stackable fire damage |
| Pellet/bb | cheap ammo. Low ish damage but again... very cheap |
| Bows | able to cause bleed now by default |
| Crossbows | increase armor piercing |
| Repeating Crossbows | less damage then bow or crossbow, less armor piercing but higher dps. |
| Dart guns | bleed damage and other special darts that causes special effects |
| Sawblade launcher | limb destroyer king and leg chopper 9000. Able to hit walls and it bonuces off |
| Nail guns | insane bleed stacking but lower dps |
| Stun guns | stun zombies for long periods of time and lower damage resistance |
| Chemical/acid thrower | uses special chemicals to cause many effects like knocking zombies out, Argo zombies, slow them down and more while dealing damage |
| Punch/blade turret | |
| Pellet/gun turret | |
| Drone | |
| Deployable sheild | able to deploy a sheild that when hit or bumped into causes damage |
| Large rock | |
| Decoy throwables | things to throw to distract zombies |
| Explosives throwables | things go boom |
| Tactical/support throwables | stuff that causes special effects and stuff like stun |
| Placeable charges | stuff like c4, pipe bomb charges etc |
| Throwing knives | does extra stealth damage |
| Throwing spears | does increase armor |
| Throwing axes. | Does limb damage |