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Improvements for hunting


Enderman20

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Hi, the ideas that I am about to propose to you regarding a possible improvement of the hunting system came to me by looking at the objects that can be used for fishing and hunting. I immediately noticed that fishing is feasible with many different rods, generic and specific baits, while hunting has a single speargun, and the classic lures and pheromones for rare animals, but isn't it true that hunting is also done with traps? here are my better illustrated ideas (at least in words, I am not able to create graphic models to illustrate my idea).

Ideas 

Hunting rifle mk2

Right now there is a single weapon available for hunting, and even if it does its job, it's not something great, and (at least me) you can run into various problems with long-range hunting, in case you don't always want to. bring a warframer with invisibility abilities, to avoid frightening the animal. The current rifle also turns out to be 100% ineffective on some animals (which is logical), requiring more than one shot to go to the ground, and if a person does not have good aim, and misses 2 of the 3 rounds in the magazine, it does not take much for the animal to escape, especially because, being the bullets quite slow, it is not very easy to hit a fleeing animal, so one thing that could be added, would be an mk2 hunting rifle.

The mk2 hunting rifle would mainly have much faster bullets, which would support long range hunting. The viewfinder would be improved, and would allow up to 2 zoom levels (3x, 6x). It could be acquired with reputation perhaps from a member of the su deimos family, or from the hunting guy on the plains of eidolon, being that a vast and flat territory, which would best support the use of a hunting weapon for long range.

Hunting rifle upgrades

eapons are customizable, especially hunting ones, to better adapt to the terrain, so why in the very distant future (in which the world of warframe is set), shouldn't the weapons used for hunting be customizable? What I mean would be the possibility of improving the magazine of the weapon, to make it more capacious, a better barrel to make the bullet acquire more speed, a sight modified for different zoom levels, or one that detects the thermal trace of the animal. continuously. Even the possibility of changing bullets I don't think is a bad idea, perhaps with neurotoxin-based bullets that slow down the animal's escape (at first sight useless, but they will make sense with one of my next ideas), or tracer bullets showing a point of changing color indicating the current position of the affected animal (always useless, but afterwards they will make sense, and these bullets will not make the hit animal escape), or something very useful, of the power bullets that are worth like 3 single bullets, so they would take down a common animal with a single shot. The bullets would either be purchasable by reputation from some hunter (in stock of 50 units), or craftable once the blueprint is purchased (100 bullets that take 1 minute to craft).

Traps 

Traps are an ancient way to hunt animals passively, without taking too many risks. What I think would be nice (maybe to automate farming a little) the introduction of traps. They would be passive action deployables that would allow us to capture animals even when we are offline. There would be 5 level traps, and obviously a higher level trap would be more wear resistant, and would be much more efficient than a starting level trap. The traps could be manually deployed in any free-roam map, and would require a decoy to work. There would exist (a bit like in warframe fishing) more generic lures, and specific lures, which would bring 100% the probability of catching the animal they want. Once the trap has been deployed, and armed with the bait, an optional ponus, or pheromones, could be added, also here of various levels (max 3 levels). The first level pheromones would increase the probability of catching a rare variant to 33%, the second level pheromones would increase it to 66%, while the third level pheromones would be specific, and would give an 89% chance of catching the variant of the breed we are looking for. Both baits and pheromones would be purchasable by reputation, but also craftable (20 baits and 20 purchasable pheromones, while the project would have you build 40 and 40 in a minute, in the case of generic baits and pheromones, while only bait and specific pheromones, and you'd get 10 at a time, for 5 minutes of crafting).

Big game

One idea that came to me while writing this post is the idea of unique animals, much harder to catch, but once done, you could turn them in to get a great deal of reputation, and maybe something else, like unique mods unobtainable in other ways, which would passively give bonuses for hunting, and would go to be equipped on our hunting weapon, which would become much more than an item in the consumables wheel. Alternatively we could also kill the animal to get rare local resources, and special resources to make unique modifications for our hunting weapon, along with the blueprint for that piece (not guaranteed). These animals would be alphas in the local food chain, and they would not be entirely peaceful. You might rarely find them wandering around the nature of the place, but it would be more efficient to entice them to go out with calls, or actions that annoy them (such as turning and making noises around the den, or making noises with special devices that would sound similar. to their injured puppies). Since these animals are at the top of the food chain, they would be anything but docile creatures, indeed, if they identify us, they could preventively attack us, inflicting serious damage, so it would be advisable to act with caution, regardless of the warframer you carry around. Each of these alphas would have a different behavior, and they will react in a unique way when we first hit them. One might run away, another might spot you and attack, another might harness his hunting skills and become invisible, or emit a powerful roar that would stun you. It would take several hits before an alpha can be knocked down, but one thing is sure, when it spawns, because we provoked it, it won't go away until it's sure we're dead. If by chance an alpha spawns in a natural way (it could happen with a percentage of 17% every 5 minutes that we are on a map), it could happen that we meet it by chance, or, if you take actions that annoy it (such as genocide of grineer or infested, or missions with a high content of deaths and noises, so common things on warframe), the alpha may decide to hunt us, so as a hunter you would become the prey. The use of common weapons would not be a solution, as the alpha is a very resistant creature, and not at all stupid, in fact it will retreat if it takes too much direct damage, it will heal itself, and it will hunt us down. To take down an alpha, you'll need to use the hunting weapon.

By hitting the alpha with our hunting weapon, two bars will appear on our screen. One indicates the amount of direct damage the alpha has suffered, and if it rises to 100% it will move away to heal itself, and will also reduce the other bar, which indicates a level of "numbness" (I'm not sure how to define it), and if it goes up to 100%, we can imprison the alpha and then deliver it, or kill it (killing an alpha of a rare variant could have repercussions, such as a small loss of reputation, like a 2% of our current reputation, but it would not always). When the numbness bar rises to a percentage that changes from alpha to alpha, it may try to retreat (to gradually decrease the numbness bar, and if it escapes us, it will be vital for hunting to find it), or it may enter a of rage, which will make him lethal, and very resistant to the blows of the hunting weapon.

For each alpha, there would be alterations, both specifically in the species and in behavior. Alterations of behavior will affect his stamina, aggression, probability of appearing freely in the area, escape limit (so if the numbness bar generally rises to 80%, in a cowardly alpha it will suffice that it rises to 70% for you to try to escape, or in an alpha leader, it will have to rise to 95% for it to escape, and it will also be much more resistant to blows). While the alterations of species, would act as mutations that would increase agility, stamina, intelligence (so the alpha will attack us in a cave rather than in the open field, where it has less shelter in case things go wrong), and may have skills unique (such as becoming invisible for a prolonged time which will help him hunt us down and ambush us. He can make a scream that will stun us for a short time if we are close enough, or he can summon enemies that will help him, animal enemies such as kavats, or worse again, it can infect us with a toxin that at the same time slows us down and makes our aim less precise).

It should be noted that if the alpha escapes us, and manages to completely recover the torpor bar, the percentage of the escape limit will increase (80% -> 90%), but also the resistance (from maybe 30 bullets to 45). This would make hunting both a little more difficult, especially if the alpha can become invisible, and also not impossible, because sooner or later, the escape rate will reach 101%, so the alpha will go to the ground before it can escape.

Hunting rifle mods and parts

Earlier I said that our hunting weapon can be modified with parts and mods, and I wanted to better specify some parts that could be useful and nice, like mods. A maximum of 5 physical changes could be made to the weapon (barrel, sight, body, magazine and bullets). Parts such as the scope and bullets can be directly changed in the field (perhaps if we are cave hunting it will be more useful a sight with low zoom and thermal detector, than a sight with zoom 6x), while the type of magazine, barrel and body , will require a visit to the hunter, from which we can modify the larger parts, buy bullets, and some basic mods. The sights that I came up with that could make a difference are: 1, long range viewfinder with 3x-6x-8x zoom, with no special modifiers. 2 Mid-range viewfinder with 3x-5x zoom with integrated thermal detector. 3 Minimum distance viewfinder with 2x zoom with detector for tracer bolts (in case we aim, we will be able to see the point that indicates the tracing dart directly on the screen, and it can be seen at an infinite distance, through every wall and obstacle, in addition we will be able to see even in direct distance from the creature.

As for the bullets, I mentioned them above, but I'll summarize them here too: 1 neuro-toxin bullet, which will slow down the animal's movements, and consume the numbness bar over time. 2 detection projectile, which allows you to detect the animal with the viewfinder at minimum zoom, or with a specific enhancement (hitting the animal with this projectile will not alert it). 3 heavy bullet, which counts as 3 common bullets, if the animal does not have specific protections. A fourth type of bullet could be the scientific bullet, which allows us to acquire information about the animal (species, mutations, character), which will be very convenient because it will allow us to know how the animal rears if we track it, or if it fits. hunting, and we will also be able to know any abilities of his.

As for the types of barrels, there would be mainly 2 (in addition to the pre-installed one): 1 would be an elongated barrel that would allow to increase the speed of the projectile, which would improve the range and would be effective in case of hunting very dangerous alpha (aggressive and that inflict a lot of damage). The second type of barrel would be a silenced barrel, which would reduce the speed of the projectile by 15%, effectively reducing the maximum range, but will make it less perceptible the shots on the armored alpha, which then will alert themselves maybe after two or 3 shots that we have inflicted on them, and cowardly alphas won't alert if we hit them with the detector. In addition, the scientific bullet will be totally imperceptible.

 

The magazine will be a fairly fundamental part of the weapon, because not only will it affect the number of shots in the magazine and the reload speed, but it will also give bonuses to the shots themselves. There will be several magazines, but these are the ones that immediately came to mind. 1: medium capacity linear charger. it is larger than the version pre-installed (6 shots) on the shotgun, and does not sacrifice reload speed at all, so it is versatile in any situation. 2 drum magazine, it would be a very large magazine, but also heavy (20 shots and -35% reload speed), but it would be very convenient in case of hunting an alpha that has attack sessions that are interspersed with rest sessions, so you need a very large magazine.Magazine 3, would be a magazine with an average capacity of 7 rounds, which only sacrifices 3% of reload speed, but it would be an intelligent magazine that allows you to get a bonus with scientific shots (50% chance not to consume them, and in plus they would give you a full alpha sheet that includes current life points, location, abilities, skill effects, eventual mutation, and behavior, and would highlight sensitive areas on the map where it could become more aggressive), plus the magazine regenerates a hit every second you don't shoot or aim. Magazine 4, would be an experimental magazine (3 shots x magazine) that uses infested technology (if you can call that technology), which covers the shots fired with a special neurotoxin that interferes with the nervous system of the alpha (always if not immune, because the mutations could induce a resistance to some effects of the bullets), which reduces his field of vision for a few seconds, and induces a sense of despair and insecurity that makes him reluctant to attack, but also to flee. This ability must be activated manually by pressing the button to change the fire mode, and science bullets transform into ordinary bullets if you use this ability on them. Shock charger, this magazine created by crossing corpus technology with the infested one is capable of firing unique bullets, which stick to the alpha's skin, and do not alert it when they hit it, but as soon as these bullets are activated, the alpha will receive a discharge electric (to which he cannot in any way be immune, but at most the duraat will be halved) which will stun him for 2 seconds every bullet attached to his skin, and he will be ignited with neurotoxin (to which he may be immune) which will reduce his speed of bulldozing, escape, and numbness will increase over time. You have a maximum of 20 of these rounds, and they take 5 minutes, once used, to reload, and this magazine holds 9 rounds, with a 15% reload speed penalty.

 

As for the body of our trusty hunting weapon, this would affect many stats, such as accuracy, recoil, bullet speed, rate of fire, and some more advanced bodies may have extra slots for a gadget that would improve. the life.

Body No. 1, would be a light and shortened body, which would make the weapon accurate only up to 80 meters, but would allow a rate of fire of 3.67 shots per second in a semi-automatic manner. It would not negatively affect the speed of the bullets in any way, but would be particularly affected by the recoil, being very light.

Body n ° 2, would be an elongated and heavy body, which would negatively affect the rate of fire, bringing it to 1.87 rounds per second in a semi-automatic manner, but being very heavy and elongated, it would allow the weapon to be accurate up to a maximum of 325 meters, and the recoil would be very low.

A 3rd body could be a technologically advanced version, which exploits the very advanced corpus technology to be able to integrate it into an advanced aiming system, which would make a red dot appear on the crosshair reticle that would help to aim, in fact the point would gradually break up. the further down, the farther away the locked enemy is (to lock an enemy just aim at it for 1 second with the center of the reticle), which would greatly help inexperienced shooters with long range shots. This body would be of medium weight, and would have maximum accuracy up to 200 meters, and medium recoil.

A 4th body could be a special version of the 2nd, which uses grineer "technologies", which allow it to be accurate up to 400 meters, have a decent rate of fire of 2.17 rounds per second, boasts a particularity that makes it effective from maximum distance. Crouching and pressing the skill 1 button will pull out a biped that will reduce recoil to 0, and when coupled with a long-range scope, it's perfect for flying alpha, or slow, armored alpha.

A fifth body would cross infested and tenno technology, for a body of high customizability and versatility, in fact it would be effective up to 185 meters, but could mount a gadget for mitino between a thermal detector, an advanced hud that always shows the location of the alpha when hooked with a detection bullet, and also all biometric data given by the scientific bullet. Infested technology would allow the weapon to come alive, and would (in any case) alert the wielder if hunted by an alpha, prevent disarmament, and reduce the duration of neurotoxins and negative effects from the alpha's abilities. The body would allow a good rate of 2.79 rounds per second, and would have a low recoil (but superior to heavy bodies).

Hunting rifle mods

mods for our hunting weapon would be directly obtained from the alphas, delivering them instead of killing them, and could improve parameters such as maximum range, rate of fire, reload speed, common parameters, and could also be purchased by the clerk hunting, but there would be rare mods with useful effects and perhaps with synergies with some components of the hunting weapon we possess.

 

Special mods could have beneficial effects on our weapon, but also on us. By beneficial effects on the weapon I mean something like: improves the reload time of the weapon ability and the magazine. A beneficial mod for us, it would reduce the effects of toxins applied to us from alpha by 50%. While a beneficial mod x weapon and warframer, with synergy, could have a synergy with body number 4, which with the biped extracted, allows you to be invisible as long as you don't shoot, which is ideal when you are ambushing a particularly aggressive or intelligent alpha, which would make direct sighting impossible.

Prebuild hunting rifles

Pre-built rifles would offer a fast and powerful option for those who want to hunt in a specific map. These rifles would vary from map to map, and would be more effective against creatures and alphas in that area, plus they would immediately have a secondary function, and unique darts, but would obviously be less versatile and customizable than the mk2 hunting rifle.

  • Orb Vallis would offer the usual 3-shot scoped Tranq Dart rifle that operates much like we are currently familiar with, possibly with the addition of an alt-fire that places "bait" to temporarily distract an animal from noticing you.
  • Cetus would offer a single-shot blowdart gun that deals less initial Torpor damage but has a longer "DPS" sleep effect than the tranq and an Alt-Fire that sets a snare trap to briefly immobilize the animal at the cost of making them more alert when it wears off,
  • Deimos could offer some horrid Infested gun-like creature that primary-fires venom-tipped quills that slowly regenerate instead of manual reloading, and alt-fires gobs of paralyzing venom that can slow and deal partial "torpor" damage to targets even when hitting places not normally susceptible to Torpor damage (i.e. a Bolarola's back) at the cost of being alerting to unaware animals.

Precisation on mk2 hunting rifle

The mk2 hunting rifle would be totally customizable in parts, but that doesn't mean you have to have all the parts and build it all over again. Once you have bought the mk2 hunting rifle, you can easily change the parts one by one, without having to reassemble it every single time, this is especially true for the sights, which you can carry around and change if necessary. Changing a part of the mk2 hunting rifle will give you back the previously installed part, and it won't take time, just a small amount of credits (like 5k), and obviously the weapon part. The credits will be deducted once the assembly of the mk2 hunting rifle is finished (to which you can change the name if you want).

More specific on alpha mutations and behaviors.

Each alpha would be different from another not only for the species to which it belongs, but also for the behavior, which would modify its aggressiveness, the methodologies of attack, and in some cases, if the alpha spawns with a particularly rare behavior , or the "behavior of the evolved", will refrain from attacking immediately, but will limit itself to observing us first, and will acquire information about our warframer and our abilities, so as to know if it is better to attack us in a wooded / cavernous area , where there are shelters, or it is better if it attacks us while we are busy with another goal, then ambushing us.

Some behaviors could be (among the most common ones): aggressive, meaning that he will attack us as soon as he sees us; courageous, who will avoid fleeing immediately if the numbness bar goes too high, but this behavior leads to a resistance to blows; cowardly, meaning he will flee first if the numbness bar goes up (instead of fleeing when the bar is at 80%, flees when it is at 70%), and this behavior leads to an increase in speed; the shy behavior instead will poor the alpha to attack us less frequently in a direct way, but it will prefer to tend to ambushes improvised; patient behavior will lead the alpha to lure us to a place, perhaps a cave, where it can easily ambush.

Some rarer behaviors may be, for example, evolved behavior, that is, before attacking it will study us, learning our weaknesses, and then choose the approach; the behavior of a cautious hunter, on the other hand, will lead the alpha to disappear, in the middle of the fight, but it will not despawn, but will withdraw temporarily, making it lose its tracks, or it will take us to a place special for it where it will be advantaged (in a withdrawal of this case the alpha will regenerate little numbness). In case of double-sided behavior, the alpha will be friendly, and will be indicated by the aiming reticle as an ally, and will be invulnerable to our abilities, and if that weren't enough, he can also help us, but there will be a chance. , at any moment (more likely when we are surrounded by enemies), that it suddenly changes, starting to attack us with great ferocity.

As for the mutations, they will have repercussions not only on the statistics, on the resistances, but they will give real and proper abilities to the alpha, and will also affect the behavior a little (so an armored alpha will be more likely to have an aggressive behavior), and on the aesthetic aspect of the alpha. Each alpha can have from 0, up to 4 mutations, and obviously, the more mutations it will have, and the rarer they will be, the more reputation we will get by delivering it, but also the more resources and projects we will get by killing it.

 

Some of the more common mutations can be: double skin, which makes the alpha more resistant to damage, but also a little slower; Additional muscle mass, which allows him to shoot faster and longer, without any particular repercussions; Hawkeye, which increases the range in which he can see us (for example from 300 meters, increases to 450).

As for the rarer mutations, they will have both passive and active effects, which when combined, can make alpha worse than any other enemy. Some rare mutations can be: chameleon skin, which gives the alpha the ability to become imperceptible when moving, and totally invisible when stationary, making this mutation lethal when the alpha is ambushing you; Superficial bone plaques, a mutation that makes alpha immune to bullets in some places, making it necessary to implement a tactic to knock it out; advanced metabolism, which allows the alpha to suffer the effects of each poison and toxine by 75% less, and in addition it makes it recover the numbness much faster; hypersensitivity, which gives him extremely developed senses, increasing the range in which he can both see and smell, but he is also able to perceive if he is wearing a detector; advanced limbs, which allows them to remove detectors, scientific bullets and more; natural counterattack system, which allows him to attack us from a distance with poisonous thorns that are capable of both inflicting damage on us and reducing our senses, reducing accuracy and speed of movement; mk2 counterattack system, which allows you to shoot thorns that ignite a neuro-toxin that creates auditory visual hallucinations, facilitating both the attack and flight phases to the alpha. All abilities have a cooldown time for alpha, so he can't use them all the time.

Alfa mk2

Thanks to the comment of (@Cobalt313), I came to think how the kuva lich system can be implemented here as well. I mean that, once the alpha is spawned, if we manage to capture it, we can decide to "capture" it, to receive experience points from the faction present in the territory, a statue of the alpha, and a blueprint to improve our hunting rifle. mk2 (the blueprint is not guaranteed, but the probability of getting it increases for each time we don't get it, and the blueprints change from alpha to alpha), we can decide to kill it, to get rewards in the form of resources, a wall poster / a fur carpet of the killed prey, and a blueprint (not sure, and the probability increases x every time we don't get it), or we can decide to release it. When we release an alpha, it will remember us, and develop a new mutation. We will be able to release an alpha up to 5 times, before it becomes too dangerous to be free, so we will be forced to capture it, or kill it. At 3rd level, the alpha will develop a rare mutation at 100%, even if it already has one, or has developed it previously, while at 5th level, the alpha itself will be blinded by rage (because we are capturing it and releasing at will), and will reach us as soon as we enter the mission in its free-roam map. The higher an alpha is, the more rewards will be obtained, both in terms of number and rarity (from a level 5 alpha, we will have a 100% chance of obtaining a blueprint for an upgrade to the mk2 hunting rifle , 66% to get 2.33% to get 3, and 15% to get 4, and in this case we will NOT be able to get duplicates). The amount of resources and their rarity, as with reputation, will be affected not only by level, but also by the total number of mutators (being that a level 1 alpha can spawn with up to 4 mutations, a level 5 alpha will have a maximum of 8), and their rarity and danger. Obviously this will lead to the alpha being extremely more dangerous, and in some cases, it will be almost impossible to hunt it alone, so we will need a group, and in case the group manages to capture the alpha, all members will receive an equally distributed amount. reputation (in case of confirmed capture), while the resources will be shared (so everyone will have 100% of resources, + the fur on the wall / floor), while the blueprints may be different for each member of the group, while the number of blueprint will be the same for everyone. Remember that blueprints will be exchangeable.

 

I don't know if it is necessary, but I still specify that a high level alpha will need a large number of more hits than a low level one (the numbness bar will increase by maybe 25% more for each level).

 

 

Thanks for reading (if you have read and haven't gone straight to the bottom as it is quite a long post). I hope you like my idea and that the DE will realize it one day. Leave your views on my ideas in the comments. I hope you have a good day.

 

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I can't say at the moment that I read all of this yet, but I can share some ideas on what I have read:

-I can definitely agree on there needing to be more Hunting Rifles, though personally I feel like making them fully-modded modular weapons might be a bit excessive. Just being able to buy different ones from different factions would suffice for me, possibly with additional upgrades like the drill augments. Using the "Torpor Meter" to quantify tranq progression would help set them apart further:

  • Orb Vallis would offer the usual 3-shot scoped Tranq Dart rifle that operates much like we are currently familiar with, possibly with the addition of an alt-fire that places "bait" to temporarily distract an animal from noticing you.
  • Cetus would offer a single-shot blowdart gun that deals less initial Torpor damage but has a longer "DPS" sleep effect than the tranq and an Alt-Fire that sets a snare trap to briefly immobilize the animal at the cost of making them more alert when it wears off,
  • Deimos could offer some horrid Infested gun-like creature that primary-fires venom-tipped quills that slowly regenerate instead of manual reloading, and alt-fires gobs of paralyzing venom that can slow and deal partial "torpor" damage to targets even when hitting places not normally susceptible to Torpor damage (i.e. a Bolarola's back) at the cost of being alerting to unaware animals.
     

-Big Game/Alpha animals almost make me think of a Conservation version of Liches; they'll remember you if they escape and will adapt to your tactics to gain levels and rewards each time they do so, and once you encounter one you always have a choice between bringing it in dead or alive for different rewards. This goes beyond simply killing them normally vs capturing them, though- once you've non-lethally incapacitated an Alpha, you get a final prompt choice to 'slay' or 'capture' in a similar fashion to Liches; alphas slain in this manner may reward you with taxidermy ship decorations of the Alpha in question. NPC's from respective factions will argue for or against either course of action as you fight the alpha, e.g. Biz will encourage you to capture this incredible specimen, but Eudico will want you to put down the thing that's been attacking her Solari workers in the field.

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@Cobalt313

 

I really like your idea of pre-built hunting weapons, but I believe that the possibility of having a 100% customized weapon would not be an impossible idea, because in any case one could always find yourself wrong with one of the 3 pre-built weapons that there would be, therefore, as for the kitgun and the zaw, the possibility of making a 100% customizable hunting rifle I think is a quite valid option, and not impossible. As for the pre-built weapons, I think I'll put them in later (totally copying your idea and descriptions, but with a few more details), and I'll probably add to all of them a passive ability linked to the faction that built them, like which are 50% more effective against the alphas and creatures in that area (logically the faction will have built the weapons to suit their creatures), and in addition, the pre-built weapons will be able to fire with unique bullets, unobtainable by the other pre-built weapons ( maybe the infested hunting weapon will fire paralyzing darts, which in addition to inflicting a bit of numbness, will slow the prey to a stop, a bit as if it were under the stratus ice, which could be useful for hunting against alphas , and these darts would reload after 5 minutes, a bit like a completely emptied archgun). The alpha animal memory system you mentioned is also interesting, and would make everything more varied, as a creature that remembers you when it escaped could develop a mutation (active or passive), which counteracts the effect of the darts you used. moreover, forcing you to change your weapon and bullets, (also for this reason I think that the idea of a totally customizable hunting weapon is not a bad idea, even if at first sight excessive). Thanks for commenting.

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