Weapon Fun

* Sea also Infinite_Gratuitous_Violence
* See also Slaughterfest_Game_Element
* See also Wrench << Proper Game Weapon 
* See also Drill << Proper Game Weapon
* See also Skyhook << weird and contrived 
* See also Trap_Mechanisms_and_Ammo
* See also Better_Combat
* See also Infinites_Degenerated_Combat
* See also Vending_Machines#PowerToThePeople
* See also Heavily_Armed_Battleship
* See also Politically_Correct_Targets_Of_Player_Mass_Murder
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"Gat in the Hand" : Bogart in "The Big Sleep" 1946 (Gangster Slang)
Lotsa good material in those old movies"The Big Sleep" 1946 : https://www.imdb.com/title/tt0038355/.
Rapture ambient Era has so much nice stuff. With 1946, such would have been familiar/seen by many people who came to Rapture.
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A Single Bullet Hit Can Ruin Your Day :
Even John Wayne was severely impacted when a bullet struck him.
We need explanation for (example) NPCs spraying bullets everywhere and hitting Booker so little, so ineffectively.
And Bullet Sponge nature of NPC Opponents - and especially the Player's Avatar.
Elizabeth's avoiding getting hit with all that lead flying about.
>> Try Shooting Elizabeth to see what happens.
Same also applies to the other BioShock games and games in general.
So this MMORPG needs to lessen that unrealist game aspect in various ways.
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MMORPG With Simpler, Less Complicated Violence :
Alot of the fancier weapons brought in for the %27civil war%27/Terrorist Rebellion would be lost/damaged/broken/out-of-ammo ...
It was somewhat fun those early parts of BioShock 1 where you had just the Wrench and the Pistol. It might be good in the MMORPG to vary the play because every Player doesn't/can't/shouldn't carry the "kitchen sink" around with them, or often even possess the bigger/fancier/more complicated weapons.
Developing Skill and Training - instead of Gene Tonics for Player development. Cleverness and learning about how things can be used to your advantage ... Fights should also last longer than seven seconds giving a chance for tactics and handling unexpected results.
Hmm ,I just had an visual image of Splicers using bows and arrows (copper pennies beat into arrowheads). But consider : the trouble top bet proper Bow Wood - or to make crossbows out of Spring Steel (perhaps from old bed springs ?).
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And the Kitchen Sink ( Hmm, McClendon 'Came Up With' An Automatic One of Those ... ) : 
Subject Delta's and Jack's (and Sigma's) weapon arrangements are pretty bizarre in themselves. They would need a truck to carry all of the hefty weapons and ammo that are instantly available to them. 
Perhaps some magical teleportation system might be used for weapons ?? ( NOTE - The gamemakers avoid this subject about realism - as most do. ) Is it where the Player selects/dials/orders a particular weapon from a central store, and that weapon is then instantly transported to his hands, and just as instantly transported back to the store when another weapon is required ????? All magically ignored, but a mainstay of many games. In these Slaughter-fest type games, with a 'fun' spectrum of different weapons, that makes sense since the Splicer(s) we are fighting isn't going to wait for us fumbling through our packs or to dig it out of a wheelbarrow. 
The MMORPG would have much more realistic carry weight/encumbrance game mechanics.
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If all the weapons had been biological-based and mutateable, the Plasmids maybe could construct them or have them installed in parallel, but this isn't described.
A real Big Daddy may be strong enough to carry that many weapons, and Jack was 'engineered' possibly to be very strong ( and who knows what was all in that first Plasmid that FONTAINE had us take ). The Multiple selective Plasmid thing for Delta/Sigma maybe has all the Plasmid tissue stuff in an unsightly overlapping mess behind that outlet port ( Who knows what actually is under that suit ) which might switch between Plasmid functions quite readily.
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Realism Means Limitations ... :
The Splicers we saw generally only had one weapon ( and carried limited ammo ), so seemed to be smarter than the Player ( and so don't face an issue ).
Player festooned with all the weapons/equipment/supplies carried ( "everything BUT the kitchen sink" as the saying goes ... ) HUNDREDS of round of ammunition ... ( And several different sets at that !!! )
HEAVY. ENCUMBERED.
If they (Players) REALLY want to step/waddle slowly about over-encumbered, and maybe make it across the room in about 5 minutes, then who are WE to stop them from Playing this way. Oh, and did I mention largely not being able to use anything while weighted down/burdened like this ?? 
In the MMORPG we will have a base to store and re-equip from, so need not carry a complete unrealistic arsenal.
Actual 'gear' you can 'switch' between ( something most Players rarely did in the Solo games ). But the Fast magical-switching in a MMORPG really doesn't need to be there, and the Player just needs to pre-plan more. 
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Excuses For Why Combat Is Less Fatal In This MMORPG :
Bullets harder to come by, so you won't be seeing Splicers or Players spraying bullets from Tommyguns too often. 
Ammunition quality isn't what it used to be - alot more homemade stuff ( even more of the weapons are homemade ). Quality of the ammo increases misfires/malfunction, poor accuracy and range ( and forces more maintenance ) .
Rapture is generally less bloodthirsty -- Particularly when no longer is some homicidal monster running around bent on shooting up everywhere it goes ( like Jack/Delta/Sigma ). Similarly, huge ADAM Bounties being offered against 'monsters' are a bit rarer. 
Splicing has had a marked decline, with limited ADAM supplies. Remaining Splicers have 'evolved', with those remaining alive (surviving) being the ones who weren't so violent and more cautious. The people who never spliced also proved more productive.
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Ammo - a Key Resource :
In Rapture by the Post-Lamb era, things like ammunition are starting to run out in the occupied areas, so you would probably see a shift to renewable ammo-type weapons ( hand weapons, Spearguns, Crossbows, and such ). Part of the game would be going into drowned/wrecked/closed off 'wild' areas to salvage things you need for rebuilding. No doubt there will still be alot of all kinds of other useful stuff to be found in those areas. Certain Quest/Missions probably will require the added firepower that some of those supplies would provide. Even whole vending-machines might be 'rescued' and hauled back to civilization to be put back into their intended use ( or at worst spare parts to repair others ).
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Practice Makes Perfect :
With the game mechanics of the MMORPG having more realistic combat damage for the Player and enemies, you wont have endless opportunities ( which you get when you instantly heal in those 'realistic' games ) to figure out how things work in real combat situations. So there needs to be avenues to practice the needed skills ( the interface certainly ), to familiarize and use different objects and terrain, the risks of different action, and do coordination and tactics with your 'Team' NPCs.
Doing this Practicing can be made as fun as combat is ( maybe more, because the general lack of real consequences allows more screwing-up and its varying results ), and the Player being subjected to hokey/kludgey training simulations. Non-lethal/non-destructive 'training' weapons and simulated 'targets' can be pretty amusing ( a NPC in a mask/costume labeled 'Splicer', attempting to act out typical Splicer tactics and antics, paper targets with odd cartoony pictures on them, odd 'fumble' effects, etc ... )
Combat results should NOT be dependent on a Player's connection latency. Too many so-called 'realistic' games simply are NOT-realistic when they aggravate Connection Latency issues by doing such things as increasing Player movement rates ridiculously. Practice makes Players aware of their limitations without harsh Real results/outcomes, while they are figuring out how things work.
Another game aspect will be : making combat as exciting as when in other Game's Action, where you (and enemies) "Die like Flies" constantly ( in a 'hail of bullets' ), and magically within seconds pop back to life. Effects can still be splashy and objects more reactive. Side effects upon the Player can be more varied, and enemy's behavior/tactics changed/reactive in more ways to your Actions. Practice/experience can show the Player what to expect - all the variety of outcomes of different actions, yet still surprise them because of factors they missed seeing.
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ALSO - Instead of simple 'linear' improvements ( like in "Grand Theft Auto" games ), the Weapons skill system would be a bit more complex.
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Speargun Amusements ( Things to do After you Played the Game the 5th Time ) :
One of the more novel aspects of the BioShock games was the Spear-gun pinning the Splicers to whatever was behind them, in combination with the '3D' Ragdoll Physics for the struck bodies ( often dragging/flying them a ways til the Spear pinned them in place ). Actually the Spears appear to strike with ridiculous force able of making the body fly a dozen feet sideways, or carry it up to be tacked to a ceiling. Real Spears are sharp, with a low effective transmission of friction - in other works it would really tear through bodies if it had that kind of force.
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Anyway, I could see expanding that mechanism to include :
* Grappling hooks or for zip-lines
* Wedging doors (open or closed/) with spears ( important for airlocks that wont open opposite side til first door sealed ).
* Making steps (out of spears) to climb a wall (handholds)
* Whacking people with furniture, and such, and making them fly ... ( greater use of the Physics Engine )
* Using 'spears' to quickly string defensive wires ( alarm tripwires and not just electro-juice fun ).
* Or for some needed construction activity, stretching a line across a gap ( everyone should carry rope ladders and portable bridges with them ).
* Good ole Dynamite on a Spear Bolt ... ( conversely a Medi-Pack delivered to someone out of reach )
* For Firing Messages to someone who either you (or they) don't want to get close to.
* Administering antibiotics to "Alexander the Seasick Sea Serpent"https://beanyandcecil.fandom.com/wiki/Cecil_the_Seasick_Sea_Serpent.
Let's not forget that the Spear should do this even if the enemy ISN'T dead. Pin the Splicer to the wall where it squirms and shrieks in pain ( or not if you just penetrated its clothing ). So we could continue our Speargun fun in our no-longer 'slaughter-fest' themed BioShock MMORPG.
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The Illogical Weapon Upgrades in Infinite BS ( What NOT To Do In Designing a Game ) :
Many/Most of the upgrades cannot be justified by skill improvements. How exactly paying for 'skill' from a Minuteman's Armory vending machine causes that upgrade anyway ??? ( It is not a Tonic or Vigor ). At least the Genetic_Research_Camera had some logic of telling you about target type weakpoints or somesuch ... 
So these Infinite 'Upgrades' are supposedly a 'Physical' change/mod to the weapon you have ? WHICH YOU CONSTANTLY DISCARD !!! ( Because of that 2 weapon limit ). But you DO at least get to retain the one Sky-hokum hook.
Infinite BS game missed the boat by no longer having Alternate Ammo types, which would have given the Player some tactical variety to the '2' limited gun types holdable by the Player.
The MMORPG will have some limits ( max weight for everything carried, and encumbrance causing impairment ), and enhancements like 'Body Strength' attributes you can improve ( via exercise/training ... some being not getting tired as fast ). Many MMORPG Character upgrades would be Skill learning via usage(experience) or earned by training (technique). Modified weapons can have direct effects on Use ( as does quality/damage-state of the weapon/ammo ). But if you throw that weapon away, then that 'mod' is gone. 
Since the Player is affected by the total weight carried, other items like tools/ammo/supplies also become part of the limitation. Decisions then have to be made of what to carry -- to match the situation ( ie- loaded down when 'safe', but preferring to be unencumbered when you fight/'have to act' ... ) You can also have things like packs, belts, satchels (even wheel-barrows), which you can Tactically drop to lose carry-weight during actions ( do remember to go pick it up when you are through ... ).
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Save Us From Hack Game Developers 'Weapon 'Upgrades' :
Revolver cylinder would need complete mechanism replacement (this don't work). (( Might as well have pants that make you shoot straighter or deliver more damage. ))
The ammo feed should also be into the top, as the cylinder mechanism is no longer workable and that is where the barrel is aligned. SO much change, why didn't they just sell you the Semi-Automatic ( Browning 1911 type ) with alot less bother.
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Reloading bits of scrap metal and broken glass with crude-ish gunpowder. The Primer might be the hardest part to make.
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Weapons for The MMORPG Game :
Pistol with Illuminated Target (dot) as a Game Gimmick ( Useful in All Those Low Light/Dark Conditions ) 
This was first done in 1932, so it is not new (by Rapture time), and with more 'Dark Corners' in the MMORPG would be further useful. This is a Flashlight and not a Laser ( that's too high tech and just being started/experimented-with in the stable Surface World in Chaos Rapture times ).
Probably is an easy 'fabrication' project, with various less-than-optimal variations ( optics being the most complicated bit ). Consider that just 'Taping' a (still working) flashlight to a gun is 'sophisticated', for New Rapture.
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The problem is then building those fancy seeking shells for them -- Those sticky MINE projectile things also are a bit complex if not just a 'contact fuse' (when stepped on), and the correctly-sized tin can bomb full of 'gelignite' ( detonation via delayed fuse (somehow) along with some impact fuse -- Dodgy as they tend to go off from just firing them ).
MMORPG will have a few 'adjustments' ( and basically you make your OWN Ammo ).
These thing to have any kind of standardization ( like sharing ammo out of vending machines ) ? It is rather unlikely, and there should have been a better looking production model, than this hodge-podge half-arsed thing.
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Levine and the writers should be made to hang from a mere pullup bar, by ONE HAND to see if they can do so for ONLY ONE MINUTE to demonstrate the utter nitwit stupidity of this thing's design/idea.
NOTE -- That only 4 Fingers ( or 3 if the trigger is released ? ) will have to support the WHOLE body's weight ( and that while whipping about the Skyline as the game shows ).
No mention of taking a Vigor to achieve APELIKE STRENGTH to be able to carry out this feat ( Let alone the various jumps and Skyline 'hookings' the Player is supposed to carry out ). Ditto for Elizabeth doing the same.
A whole lot of BS from a bunch of hack Know-Nothings ... (( Gimmee simple pure Magic Fantasy any day over pretentious techno crap like this. ))
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A Real anarchist's bomb seized in 1915. Imagine if the 'Nitro' Splicers in Rapture threw these ( Or some Voxwwwww tossed such near a cringing Elizabeth ... Booker brings Elizabeth back 'in a Sack' to "Wipe Away His Debt" )
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PutToShame.jpg
Splicerhuntin.jpg
Cleversuchong.jpg
PPM2.jpg
Deathray_f.jpg
Spies.jpg|When Ryan heard about these ...
ColumbiasDoom.jpg|Falling To His Death while Screaming - Comstock's eventual Fate
SongbirdBeware.jpg
Realgatlinggun.jpg|Infinite BS designers haven't a clue, do they ?
Iluv500lbguns.jpg|Gatling Guns were rather heavy. Yes, it is Fantasy that Booker just picks one up, let alone fires it. So it must be more Quantum Magic.
SplicersWithThese.jpg|Splicer Arts and Crafts -- Splicers had lots of time for hobbies in Rapture's Chaos era
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Guns With Non-lethal Splicer-Nice Ammo in New Rapture :
With the New Rapture preference for No-Kill solutions when dealing with the 'misunderstood' diseased/damaged Splicers, then you probably should be seeing Turrets with a Water Cannon and firing Concussion rounds as a method to dissuade disruptive Splicer activities near the City.
* Plastic Bullets
* Beanbag Shotgun Projectiles
* Knockout Gas Grenades
* Tranquilizer/Electro-stun Darts
* Wrench with bag of lead pellets (Sap)
* Teargas
* Lasso
* Mickey Finn in the booze bottle ... Drugged Jello (fish slime) Shots ?
* "Flypaper" for Spider Splicers
Many Splicers had tricky ways of countering most of these ( the clever ones are the ones that survived )
Actually hitting someone correctly would make use of these a bit harder ( but the fights with smaller body counts needs more involved/skill-requiring interactions ).
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Anesthetic Bullets (Non-Lethal Pellets ?) :
Definitely LOW velocity to keep from punching holes in the target - more to deliver the anesthetic for 'surface'/skin activation. You have to hit flesh because any 'armor' blocks the function of the Anesthetic ( and it can't be too strong that it might imperil the target's life ). Unfortunately normal 'bullets' sized projectiles usually don't work so good to deliver a sufficient amount, so shotgun or a custom made other-type of gun would be used. Medicine-type Anesthetic chemicals may be hard to come by.
Similar dissuasion effects might use Pepper Eye Irritants (also expensive), or the good ole rock salt in the shotgun shell (lots of THAT about)
Darts full 'knock out' drugs can be quite hazardous from both the 'injector' impact and the dosing of the chemicals affect ( Assuming you can hit the target, you can OVER-hit the target ).
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That's not a wrench ... THIS is a WRENCH !!!
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== Just Wrong : ==
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That One Handed Gatling Gun :
That 'Gatling Gun' like thing ... (Infinite BS) At least you were a Big Daddy in BS2 ( even though a normal WW1 era B.A.R.B A R - Browning Automatic Riffle would have been just as good and cheaper/simpler. ) 
Nothing says STUPID, like having Infinite BS Booker (you) heft a 200 pound badly mis-designed gun ( hand cranked by one hand and other ONE hand to hold it ).
SAVE US FROM ARTISTS WHO THINK THEY KNOW HOW TO MAKE GUNS/PLANES/SHIPS
Handheld. Absurd. Sheer Ignorance. A handle at one end and a hand-operated crank on its side. Very Heavy Huge chunk of metal ( let alone the recoil ). Booker allegedly could fire one of these ? It Is Hack Game Writer's Absurdity Incarnate. 
Just More Fantasy BS, making any kind of relevancy for the rest of the game dubious. 'Ooooh it is Sciencey' - NO, NOT REALLY. Booker ain't a super-strong Splicer (( The game setting is NOT supposed to be some Harry Potter Gorp, and if had been then it sure might have been far better. ))
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And let's have these same Reality-Challenged 'artists'/game-designers and 'history-steeped' Writers hang by one arm from THEIR 'Skyhook' (another Sheer Absurdity), and THEN have a 150 pound Gatling Gun hang chained to the OTHER hand. Limb Joints Torn Apart Much ?? ... U Smokum much-much magic herb, Ken-osabe ?? 
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Add the really wrong 'revolver upgrade' HERE
The wrist buster ... Hand Cannon ?
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It is a common enough problem for some people to think they are designing a 'neat gun', but show they really haven't a clue about how the weapons mechanisms MUST work.
Harmonica Gun ???
Another 'improved' gun that the person seeking to improve its design has NOT A CLUE about how its mechanism works.
Hint - On a Revolver you cannot feed sideways into the cylinder chambers -- The Pistol Revolver being a clever mechanism which took REAL talent decades (a century or two) of work to perfect. Those chambers fit close to 'hold in' the force of the bullets explosive propellant. There CANNOT BE any slot that feed bullets can enter through, as shown in this picture mechanism.
The whole revolving cylinder would NEED to be removed and replaced, which at that point you have to completely rebuild the whole gun - WHICH conflicts with the whole idea of it being an 'upgrade'.
The thing doesn't even fit in a pocket or holster any more - one of the useful attributes of that kind of gun.
Unfortunately, you see this kind of stupid thing/idea frequently on the Internet (Fanart), and also in so much of Columbia in Infinite BS.
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==UNFUN==
What Happens When You Simplify Game Mechanics Too Much :
When in a sequel of previous popular games, you Recycle/Copy/Clone/Regurgitate Combat/Gear Mechanics outside of their original game environment/setting/usage, they can wind up becoming inferior/illogical/problematic.
When you try to have similar abilities to the previous games, but attempt/require absurd nonsensical justifications for some quite abnormal/gimmicky 'powers' ( in Infinite BS being even far beyond Rapture's 'Genetic' stuff ), and use of mechanisms which are historically inappropriate/wholly-flawed (bad-fantasy engineered) even for what's supposedly 'Pulled From the Future'. 
WHAT HAPPENS ? You disturb the old balances by eliminating important combat elements : Like removing alternate ammo, the triggerable environmental hazards, severely limiting selectable alternate weapons ( largely nullifying the utility of specialized upgrade widgetry/mods ). This all, when done, destroys/limits potential alternate play-styles/tactics. 
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So many things not understood - a frequent Failing for game 'artists' :
* Pistol doesn't need a Telescopic Sight
* Pistol supposed to be handy for Concealment - NOT with all this crap glombed onto it ( Ditto for the bright red accessorizing )
* Tiny little gas reservoir for 7? Rounds - NOT!!! ( for BBs it might work, but not bullets. Ditto for that short barrel ) 
* Silencer ? The velocity of a pistol is already slow/inaccurate enough ( Silencers/Suppressors work very short range )
* High Pressure Gas system rather hard to create without Rubber Gaskets ( No sign of how you FILL the Gas back up - a RATHER important feature ) 
* Useless in Closed-quarter fighting ( ie- most revolutionaries 'use' for a 'pistol' )
* Gas system - WHY ??? - Normal bullets easier to get and work perfectly well ( special lead slugs for something like this ... ) KEEP IT SIMPLE STUPID !!!
* As A Clandestine weapon, you might as well have made a simple gun. ( and not ruin a good one -- what this looks to have started out as ).
* Kind of KLUDGED thing Most Users throw away in disgust (or it gets them killed)
* A problematic Limited Use (if realistic) in a game where you can keep only 2 guns ...
* Modding usually ruins the existing gun designs function ( lazy artist just appropriated a real world gun )
* Earns 3 Derps on the DERP-I-LATION GAME GUN SCALE
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One of the interesting aspects of BS2 was the Defensive Situations where you had a large selection of tactical options to prepare the fighting area.
* Trap type Grenades
* Speargun Trap Spears
* Trap Rivets
* Trap type Plasmids
* Turret 'Grenades'
In BS1 you had the The Crossbow bolt Wire-traps.
Amusing was the Splicers which blundered into the area which would prematurely set off the traps.
The Splicer horde that usually descended on you during the Little Sister Harvesting a Corpse would attempt to use the entrances not protected by defensive traps.
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Electo-Gel Chemical Thrower Technology :
Outgrowth of Plasma Rock Cutting technology used by the Tunnel boring machines developed in the mid-period of city Construction ( as much more efficient than blasting ). Was used to tunnel out many of the caverns used for industrial/manufacturing/warehousing, and creating many of the long distance transport tunnels ( The Mk2 version AE went 'straight through' more 'hills', which previously were 'gone around' ). Fracturing rock without cutting surfaces was a major improvement in speed and efficiency (and maintenance ). Was weaponized by Ryan in 1958 to help counter the Splicer's advantages.
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Spear Gun Fun :
In BS2 you got the Speargun, which could pin a corpse to a wall or ceiling, but was an Insta-Kill type because they didn't want to do complex human body animations of a still alive Splicer hanging by the various possible extremities ( basically you got a limp flop which was easily done with the '3D Ragdoll' Physics system they used ).
The MMORPG will have much more emphasis on Non-Fatal injuries, and with added processing capabilities and added Greater Programming ( fundamentally open to Players ), many more 'live' animations of all kinds can be done.
Pinning your Splicer opponent will be one of your tasks ( you have to keep them from running away if you want to capture them ), and that will be done by a whole range of different methods ( Splicers use them to you as well ), necessitating lots of appropriate animations and sound effects and 'caught' Splicer interaction behaviors.
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Git along Lil' Splicer, Git Along... : 
Lasso Them Thar Splicers ( if Cowboys just shot all the cows, their work would be so much easier ).
A Lasso might be quite useful against things that don't move much ( Security Cameras, Turrets, Bait Dummies that trigger Traps ), where a quick skilled throw around a corner and a good yank might be quite effective. Moving objects are a bit harder, as is over longer distances.
Unfortunately, Splicers might have Cowboy skills too.
Possibly the "Indiana Jones" Whip might be applicable in The MMORPG.
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Ideas for Alternatives for Results of Combat/Conflict :
* Player is Captured. Splicers have more goals giving them more options for what to do with a captured Player
** Ransom
** Stealing the Players stuff and just leaving them
** Taking the Player to 'The Boss' for someone else to decide
** Left for dead, Player is Rescued by fellow New Rapturians or a friendly Faction ( or an un-friendly one )
** Confusion and fear of reinforcements arriving, and just running away
* Player is cornered (not disabled) - standoff ( until 'the Calvary arrives' or the other side just 'calls it quits' )
* Bribes (before combat) can work for opponents who may not care for the risk of being killed themselves
* Player is wounded significantly - needs to be hauled back to civilization - Mission scrubbed. ( Ditto for Mission critical 'Team' NPCs ).
* Splicer is cornered and surrenders ( knowledge/hope that the City folk are allegedly 'saving' Splicers, or just doesn't care to 'die' ) - Players may encounter Splicers who don't like their miserable Splicer life, and have hope that being "Cured" will change things
* Negotiate, "Parley" - both side would rather extricate themselves from a situation. Some Splicers are fighting other Splicer groups and would barter for cooperation.
* Power Play - Players may encounter Splicers whose ambitions make them want to remain Splicers and prevent other Splicers who they have power over from 'defecting'. Territories being defended.
The same would apply to non-Splicer NPCs you will run into in the Wild areas, and even inside New Rapture ( ie- criminals ) as there are Factions/groups/individuals in the city with different motives, which sometimes could lead to combat situations.
So that the Groups and Factions don't remain static in their behaviors - particularly with the dynamics of the map as New Rapture grows and Players make contact ( and start influencing events in more remote areas ), some higher coordination might be needed to (intelligently) control those entities in a high-level manner. 
Gamemasters who set policies for the various groups and factions after reviewing any changed situations could adapt behaviors as appropriate. Control of areas is one of the more fluid aspects as Splicers move about and hold control of various resources in the ruined city.
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Your Security Bot Upgrades :
You can Add, Train and Upgrade equipment/skills for your NPC 'Team', so why not do the same for any Security Bots you manage to get your hands on ?
* Upgrades ( with limitations, trade-offs and consequences -- they still have to be able to fly after all so cant turn into some ridiculous juggernaut -- though some players may try ) armor, weapons, sensors, tools, maneuverability ... You may have to do alot of Research and find/fabricate many new parts. Often, it is not a case of an 'Upgrade', but instead of adapting the device's features to your needs.
* Because Security Bots are hard to come by, you will be very interested in retrieving ones that get disabled and repairing them ( or at least retrieving the wreckage to rebuild another one ). They can be very useful in some situations that warrant risking them.
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Blind Them Splicers :
Mention of light blinding opponents (lasers in Minervas Den) offers another type of 'Tool' to use in Combat ( especially for combat where the idea is to *capture* Splicers rather than slaughter them ). The MMORPG should already have a wider variation in lighting effects ( areas/environments where flashlights and other portable illumination is required, giving more things a chance to jump out at you ). Much of the sea outside is completely dark ...
Lights specifically designed to temporarily blind opponents ( and if there is bad coordination, also to accidentally blind your allies ) would be logical game add-ons. Game mechanics for light reactions would be added - Suddenly turning the lights on would startle/disorient/blind players and NPCs. Beware of clever Splicers doing the same thing to you.
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CHAINSAWS !! :
You prefer not to rend the bodies of Splicers you want to rescue ( despite cutting off their arms and legs might make them easier to transport back to New Rapture ), so chainsaws are probably more useful to Players for clearing obstructions.
Splicers on the other hand may have it "really in for you", so watch out for those chainsaw wielding goons coming out of the shadows at you. BTW, ADAM can still be collected from a body cut in half.
THOUGHT - need more than a few game 'targets' that can be treated to Blast-Fest solutions to satisfy that 'shooter' aspect ( maybe more of a challenge because of 'friendly fire' game mechanics ). Of course, if you get in a bad situation, you may have no choice but to "shoot your way out of it", which may impress the Splicers enough to retreat without requiring you to kill too many of them. If there is too much slaughter, it might be hard to justify when each player kills more Splicers than should remain in the entire city ( In the time I played Lord of the Rings Online, I probably killed more baddies by myself than they had in all 3 Movies ). This MMORPG needs more alternatives to 'body count' to show Player progress/success.
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Now SPEAR-O-RAMA :
Something I thought of while giving the spear-gun a good workout in Dionysus Park ( good for saving on ammo when you are building up for a Big Daddy fight on 'Hard' ) would be being able to use a Spear to jam a sliding door and then you could retrieve it from the door to 'un-jam' it. Handy possibly for the Little Sisters Gathering to block Splicer entry for nearby doors ( the Far spots won't work, as the Splicers materialize at a certain distance ).
You would have to put the wedging spear in the right place near the edge the door slides in on, and sometimes the spears could break on the attempt.
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Chemical Weapons for New Tactics :
Talking about homemade Fly-bots being so awfully built that they sputter and put out clouds of smoke, that led to the idea of using them to lay down 'smoke' intentionally ( smudge pots/whatever to make a 'smoke screen' ) to block the enemy firing at you ( most typically to cover a retreat, because normally you can't see THEM either to shoot at them ). 
That then brings in other things as ideas : Flybot with a flamethrower - One 'fuel' charge would be a neat limited tool --- using it properly/appropriately in the chaos of battle, when you can set your OWN side on Fire just as easily.
Other weapons like smoke bombs ( we've seen "Nitro Splicers" use these, but we never got any ) or canisters of choking chemical ( chili isn't just for sauce ) meant to drive away enemies, or at least disorganize them ( make it easier to capture them, if they aren't blasting the heck out of you while YOU try to use non-lethal methods against them ).
Setting fire to things to deny your enemy position is still good tactics ( a bit hazardous in closed in spaces ... ).
Glue grenades were mentioned before - super glue was already invented ( thin glass spheres to contain ... ).
Sleeping gas, Stun/Flash Grenades, etc... 
Of course in closed areas YOU will likely be subjected indirectly to many of the effects ( that is, if the weapon doesn't malfunction and go off in your hands ). Various protective gear and equipment would go with many of these methods, but beware that the enemy potentially may have them as well ( Factions have been fighting for a long time, and have come up with many of the same things ).
* Gasmasks/respirators ( very encumbering when worn )
* Infrared goggles to see thru smoke (hard to come by).
* Fireproof clothing
* Similar protections for vehicles ( limited use in wreckage strewn Rapture )
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Rivet Gun Shoot Rivets (Like a Gun ?) ?
Real Ones were never meant to 'shoot' -- a old time rivet is a piece of metal (usually heated red hot) which is pushed thru a hole between two sheets of metal ( one side already has a head shaped on it ) and that side has something pushed against it securely/forcefully, and then the 'rivet gun' pounds the opposite rivet side until it is deformed/widened/spread and is tight and holds the two sheets of metal securely together ( on cooling the metal shrinks and tightens even more ). SO they never shoot the way a 'Nailgun' can. The percussive strike of a rivet gun could ( if severely modified and increased very greatly in power ) drive a projectile, but real ones just didn't have the force/design to throw the heavy rivets anywhere as hard as a bullet.
The whole [[Big Daddy] rivet gun thing wouldn't work as a riveter ( with no thing on the other side bracing the rivet ), but maybe could work as some single-side equivalent -- Like forcing material into a leak from only one side (possibly even injecting sealant like epoxy which can penetrate cracks much further)
Could a Rivet Gun be modified to 'shoot' rivets like a gun ? Yes, But then it wouldn't work as a Rivet Gun any more. A purpose-built rivet shooter ( operating like the weapon thing in the game ) would actually be FAR EASIER and Less Work to make.
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Taser Darts (One More Weapon for the MMORPG Player's Arsenal) :
[[[url pix]]
Design by Sinclair Solutions ( apparently Jack and Delta or Sigma never ran into any ).
If you can 'stun' a machine with a 'Hack Dart', then the same could be done to a human (or Big Daddy).
Proposed for stunning opponents without having to use a Plasmid ( possibly meant for the prison complex to control unruly prisoners ). Ryan would have wanted them for his Security Force ( Do you really think he wanted all of his men turned into unstable Splicers ??????) 
Not always foolproof, as real world Tasers have been shown to not work consistently ( particularly on hyphed-up drug addicts ).
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"Trank" (Tranquilizer) Bolts :
Would make sense in BS1/BS2, except the game's slaughtering was 'important' ( might as well had bolts with dynamite strapped to them -- Though blowing bits off Splicers would have broken their Animation budget, and made the fake violence too 'real' maybe ).
For Pre-civil-war Rapture, such an immediate sedation-causing item probably would have been created for use against agitated/disorderly Splicers, who were becoming more trouble as time went on (years 1952 - 1958). Crude Crossbows are fairly easy (cheap/low-tech) to fabricate. Once apprehended, if the 'Perp' hadn't committed a felony, they would likely 'sleep it off' in the 'Druggy Tank' at the local Security Center Jail ( or the new consolidated facility at Persephone for repeat offenders ).
The Gas Bolt things in BaSx are a bit too arbitrary ( As the Germans learned in WW1 -- Gas has a tendency to blow where you DON'T want it - like back towards YOUR side ), and/or requires the users own gasmask use, which has its own problems. Grenades for this purpose are probably simpler for certain situations.
For the 'Alarm Distractor' thingy bolt, you would think it wouldn't be effective after a Perp had seen it previously. And it might be wholly ineffective on a crazed Splicer who already hears strange things in his head. Flash-Bang stun effects (sensory overload) would be better for many situations.
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MASERs Predate LASERs by 8 Years :
MASER = "Microwave Amplification by Stimulated Emission of Radiation"
So it predates the 'civil war' ( Rapture's Anarchist Uprising ) adequately ( up on The Surface ) to have a chance to be developed into SOMETHING useful before the disruptions post 1958 to the city's stability.
Consider that the presence of "LASERs" in Minerva's Den implies sufficient stability and organization continuing there. It is unlikely a later 'Closed Off' Minerva's Den would develop such things - for whom ? ... Who's would be paying for it ? Who got the idea from the Surface ? Etc ... You don't just "wave the hand" to develop such things, no matter the poor Fantasy you saw in Infinite Bullshit or its 'bastard stepchild' - "Fartitudes at Sea".
MASER technology would lead to Microwave ovens ( advertised up on The Surface in the 1950s ). Ignore the device in the BaSx DLC as problematic ( MASERsMicrowave Amplification by Stimulated Emission of Radiation Microwave Amplification run on electric power - alot for it to be used as any gun ).
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Gas LASER :
Technique of electrically stimulating gases to generate Coherent Light as a component in a LASER.
I just hope that doesn't include Methane as something leading up to the legendary and much overrated "Fart Gun" device.
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Elaboration on Attempting Clockwork Complex Functionality :
Turrets for US to Fight .... Motorized Patriots ...
It is Copying the BioShock Rapture game Element, but completely WRONG for the Columbia era.
So is Quantumz supposed to do "Artificial Intelligence" now ??? 
Discerning Friend/Foe has always been a complication ( one well past anything even FANTASY Columbia could have solved ). At least in Rapture, 60 technology-advancing years later, the Auto-Turrets were located in a chaotic 'No Mans Land'. Just moronically identify/classify any moving targets, and aim/track/shoot at them in an intended DEATH ZONE - Where anything there is assumed to be a target ). 
Not exactly something for gears and cogs ( and belts and bellcranks ) to perform. If some 'stolen' future electronics are involved to create a 'smart' robotic mechanism ), then such advances should have been in evidence MUCH MORE for all kinds of other useful things in Columbia. Now hat's assuming you first forget how Fink can only be "a Technological Caveman", who could NEVER understand/develop anything of the sort. Sensors, remote control ... those didn't exist yet in 1912 --- OOPY DOOPY, THE COLUMBIA MACHINES TALKED BY TELEGRAPH DERRRRRRRRRPP!!!!. Sorry Charlie, it is not really able to be done by any Quantumz/Vigor weirdness. Automatic turrets were just WRONG for the whole era.
BUT The Gamemakers just assumed Players will simply 'DERP' along with their bad fantasy which thereby has thus lost historic relevancy Magic being involved makes any historic essence - which is built upon reality - null and void. 
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Hmmm, a Remote human operator ? A guy in an armored booth controlling it ... That is at least plausible ( If not illogical because of the expense/clumsiness/limitations ). 
SERIOUSLY, This game needed to add a few NEW ideas, and not to just lazily copy things poorly from the previous Rapture games.
(( Really it is just a case of slavishly cloning what was in the two previous BioShock games, instead of thinking up something new and imaginative. It is simple evidence they were CASHING IN on the previous games branding, AND 'in the end' they did a rather lame job of even that. ))
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Sea Themed Weapons : (or attempts at)
: Shark Tooth club (or arrow points)
: Poison things (fish spines as darts)
: Fishing Pole - hooks
: Swarm of Attack Fish (Plasmid ?)
: Pirate Sword
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So many stupid contrived things, so little time. Just the kind of consumer item they had back in the 1950s, No ? A rather dim (new) DLC game 'gun' weapon, supposedly based on some Rapture consumer item. *FAIL*
A lame attempt to emulate things from the previous games with very little thought -- The hallmark of the standard game DLC. It is Sad to think that Minervas Den has to stand next to stuff like this.
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Pistol-type SpearGun 
Most often used while 'Spearfishing', but capable of doing serious damage to the human body.
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Players today might not know that, in the past, you could buy things like this replica, but also real military grade weapons. Citizens in America were trusted to own them ( by those who believe in Individual Freedoms ). Perhaps back then there weren't a whole lot of popular games which consisted of continuously shooting/killing humans (and other things) as the main activity, which were played by children for hours every day, 
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