Hi, I am wondering how this will be implemented in the game, how will multiple use of a weapon increase it's effectiveness? A suggestion i have is that say for example the Space Marines have the Bolter and Chainsword as their goto weapons, other races have similar. As a character progresses they unlock new weapons and start learning to maximise their effectivness. To somewhat limit players maxing out weapons too quickly you could use something along the following lines. A Space Marine player has unlocked and maxed a power axe, he then begins playing with lightning claws to level up their effectiveness as well. However for every two points he earns on the thunder hammer he loses on for the axe, the exeption being the chainsword as this was that races base weapon, the same applies for rabged weapons excluding the Bolter as all Space Marines would never lose their skill in either of these. Anyone who has studied ancient combat will confirm that training/using a specific weapon allows you to be proficient with it. But different weapons use slightly different muscles and skills and that would mean, while you would still be proficient with the first, you would no longer as effective as you were prior to learning a new one. The same applies with modern firearms, each make and style, whilst effectivley being similar in how they operate are different and constant use and effectivness use of one does not allow the same in another even with the same weapon class for example assault rifles all have their own little quirks (over six years british military experience). A system along these lines would be also a reward for those who dedicate a lot of time to the game because the gaining tow points while losing one would mean eventually a player would be able to max out all weapons and righfully so. Anyway just an idea i had ;-)
This would be hard to implement for the reason that battlefield conditions would change and people need to be able to adapt to them. This would probably annoy a lot of people as they would have to constantly be retraining their skills as the situation dictates. It's an interesting idea though, if you can figure out a way to do it where it wouldn't limit the effectiveness of player skill then go for it. I'd rather see players being rusty from a gameplay perspective due to not using those weapons for a while so they'd need to readjust rather than some artificial mechanic for it though.
was thinking this of something similar would give players more to play for and that once a weapon was maxed by it losing points would mean you had to be versitile enough to keep all weapons balanced. but regardless i hope they have a good systen to improve weapons and combat skills, possiby along the lines of the perks system from Space Marine but hopefully a more detailed and customable,with perhaps perks for weapons, perks for armour and perks for combat styles.
I think just leveling up and training in each weapon class would be enough. Theres some weapons I know i wouldnt use but would later should i want to dabble and change things up a bit.
I wouldn't mind a system which required you to gain kills in order to unlock unique executions or minor cosmetic changes to your weapons.