After reading some discussions in “Storage capacity poll” and some other ammo/crafting posts, I send off another thought train.
The craft system should be tweaked, specifically recipes - both assembling and dismantling.
First - ammo.
Rule of thumb: AP - tungsten is mandatory with some exceptions, FMJ - usually copper+lead, SP/HP/else - usually lead.
Now, more specific ideas:
Pistol ammo - is about stronger charges and a bit heavier bullets, so need more lead and explosives and relatively less steel for cases. FMJ additionally requires copper (rare drop chance?). Lets keep more copper and steel for AP 9mm pistol. .44 ammo is still generally in-game heavy ammo.
Hunting rifles are just strong charges and finely crafted bullets. More explosives, more lead, steel. FMJ need a bit of copper copper.
Shotgun is not so popular, not so powerfull, so it’s ammo can have some “trash leftovers” or ubiqutous materials at expense of more explosives. Needs one unit of steel for brass anyway, plastic for hull, lead for buck, steel or lead for bird (- exp), slug is steel, lead or both (because of AP properties, +exp).
Maybe we can add there rubber/textile/glue for seal or just for lulz.
Assault rifle ammo is same in materials, different in quantity batch (75/125 ratio seems just enough for me). This ammo starts using tungsten for AP ammo instead of copper. Lead and steel still there, explosives… around same -it’s low charge ammo, compared to pistols or custom load hunting ammo as I heard, so 3-4 explosives for 75/125 cartridges should be good. Copper now is required for FMJ, but not so much - about 1-2 units.
Now, .50 cal. Steel, copper, lead for FMJ; Tungsten, steel, lead for AP. Explosives for 25 pcs is should be good or +1 unit.
Launcher ammo. HEDP: lots of explosives, steel/alluminium for hull, may be some plastic. Smoke: small or no steel for hull, alluminium, mid-low explosives for launch charge and slow burning for smoke emitting, more alluminium as part of hull and smoke mix, may be textile, plastic and glue for latter. EMP: copper, electrolyte, rubber, plastic, glue as warhead. Steel/alluminium and explosives for launch charge.
SimFAK: Textile and threads. May be rubber or plastic.
StanFAK: Textile, threads, rubber and plastic in more quantity. May be adhesive.
AdvFAK: Same materials as StanFAK plus titanium and adhesive.
All these recipes needs material quantity and weight tweaked to be “material>=product”. About titanium - it’s not that widespread, but it’s consume rate ain’t that lot either. Lategame surely gets you a lot of it. May be add it to some ammo or gadgets/mods crafting? I mean we don’t have that much of application of “consumable titanium” medical stuff aside.
Titanium vs Steel rant
Titanium is lighter than steel and has better strength-per-unit. But it’s harder to shape/machine, due to it’s special TiO2 coating (that protects it’s body from corrosion and scratches) and it’s high elasticity (more prone to keep it’s shape at bending etc). Steel is easier to shape and has better absolute strength but heavier and it’s properties can range widely with alloy recipe.
That means, to get equal total strength (even some ordinary industry grade steel alloy) of something, you need more Titanium or if you need something stronger with limited volume and weight is not a concern - Steel is better. Inversely, if you desire something lighter than steel, but as same as strong- titanium is way to go.
Yeah, it turned out overcomlicated, but I’d like to use all scaps we gather so it won’t accumulate, when we recycle guns/ammo/items. Next car of my thinktrain is about to arrive when I constict it in more comprehensive shape.