>>16433524
>Rifles could beat shotgun which beats pistols which beats rifle.
Can you give me the round down of that logic? I can understand pistols beating rifles in speed, what about rifles beating shotguns? Accuracy?
>Magic is just neutral to all.
Yeah that makes more sense
>Alternatively you could just say fuck it and have all the guns with no triangle thing, I dont think it even really works with firearms.
It's not that it has to be realistic, the main idea is to replicate the system of weapons triangles, because it allows for levels that offer more strategy than just sending your toughest dude in the fray and hoping he tanks all the critical hits (which funnily enough it's how they treat you in all modern FE games, so much for respecting the player's intelligence, Lisa did that much better with Terry). If I make everyone's gun's as strong or if I give a lot of multipliers that are just specific to whatever equipment they're holding but not to a specific class, then it stops being a game about strategy and becomes a game about positioning in the former and needlessly boring micro managing in the latter.
I want to make a system where yes, you can send one of your dudes in the open, sure he won't last more than a couple of turns but you can use him as a distraction because he has a situational advantage, much like how in movies some guy standing on top of a bar table shooting at everything in sight would realistically be dead but in fiction he looks hilariously overpowering. It's about fantasy, since Westerns pretty much are that, 19th century fantasies.
Though for the added realism, some minimal covering system and height advantage is something I wanna invoke.
>There is also gatling guns which should by all accounts shred everything.
Awesome stuff, but wasn't it invented a bit later on? Not that it matters, I mostly want to evoke the feel of that fantasy, but I wouldn't mind adding some creative liberties.
Also: isn't the shotgun more like a weapon for a stronger guy? I feel that a hero needs to "feel" weaker so that you think that the odds are stacked against him. A Sheriff pistol whipping some brute makes you feel like the guy's smarter than he's stronger and being kind of a guile could counter some of the other characters' personalities, too. I could still forego of making the MC a Sheriff and just make him some gun for hire or thrill seeker or something like that and give him a pistol instead.
Lemme expand a bit since I've already gone over this idea for a while: I wanna make some sort of Western fantasy adventure, where the usual fast-thinking hero seeking fortune in the New World meets some no-nonsense Sheriff and a bunch of other characters, but instead of fighting off hordes of bad guys for the sake of being good, they set out to kill some for the bounty but stumble upon this kind of ancient NotAmerindian secret that the scalies have fought over and most of them buried, aside from the ever present Leaders of Bad Guys Team (LGBT geddit) and all that is also mixed with some Old World power trying to conquer the land for their own country and prestige, so an ensemble of Law Enforcement, outlaws, the guile hero and a bunch of misfits you rally up along the way like scalies, gold rush miners and a bunch of other interesting fellows like NotChinamen and referential Fagioli Western comic reliefs to stop the forces of Evil and not-so-evil and basically just have a cheesy fun adventure without politics and whatnot.
The idea behind it is that even though the story is pretty much "fixed" in its plot, I really wanted to also explore having a more varied cast, basically you progress to different missions and even sort of sides to the story depending on your actions in previous missions, which in turn changes the makeup of your team. But one thing I hate from these Strategy RPGs is that everyone keeps save scumming because they don't want to lose any of their party members, so instead my objective is to make sure that the player doesn't regret losing characters outside of the emotional bond by 1) making certain characters and missions available only if others aren't in your team (anymore) and 2) severely increasing the difficulty of future missions if you keep save-scumming and saving your own teammates from your own idiotic actions (after all, it only makes sense that the bad guys would start swarming you with every single bad man in the badlands if you were some sort of death-defying demigod, while treating you like a minor inconvenience if your group keeps dying and stuff).