So my idea would be to add in an RNG each time you use a firearm, could do one of four things:
- Normal fire
- the bullet was a dud and nothing happens, requiring you to manually clear the chamber (recock/reload the weapon)
- the casing jams while ejecting (would only happen on the semi and fully automatic weapons), again requiring you to manually clear the chamber (could even use the same animation)
- the bullet causes critical failure in the weapon, causing the user serious injury and possibly death.
The only difference between the case jam and the dud round is that in the case jam situation, the round still fires (who knows one round could save your life).
The idea of the critical weapons failure would be so that it adds risk to firing your weapon. The better the quality of the weapon, the less likely event 4 would occur. Of course event 3 wouldn’t be a problem with single use weapons or bolt action weapons. This idea would also follow along with the idea of the game because home crafted weapons DO have a much higher rate of critical failure due to poor build quality. Also, as guns age, their build quality normally degrades which can cause critical failure of the weapon and injure the shooter (I’ve seen this happen).
This could also lead to the idea of adding in critical failure risk with the explosive charge because it could add in some X% odds of the crafting going wrong and blowing up in your face (literally). It would give way to scavenging rad towns more than air drops.