THQ's Homefront 2/Weapon System

Document Status: Red [Requires updating with changes agreed with Hasit. Required a further pass to consider SP weapon progression] 
== Goals ==
* Define a weapon management system that best suits the resistance theme
* Encourage weapon loyalty while supporting exploration
== Weapon Management ==
=== Inventory ===
* The player is restricted to carry up to two primary weapons and a sidearm
** Locked weapons do not occupy the main weapon inventory and are available to be unlocked in the weapons cache
* The player cannot drop weapons, only swap out weapons at weapons caches (located in the resistance hideout and scattered throughout levels)
* A small number (5 or less) of standard grenades and special grenades/explosives can be carried, this includes crafted items such as IEDs
* An equipment slot is reserved for specialist items (e.g. Zip-line, Target designator)
=== Enemy Weapons ===
* Enemy weapons cannot be picked up and used immediately (KPA ID locked)
* Enemy weapons can be collected when first encountered and unlocked to be used later
** Enemy weapons can be unlocked by being ‘adapted’ for resistance use (circumvent ID lock)
** Adapting a weapon for resistance use has a one-off currency cost
* Enemy weapons can be scavenged for weapon parts and compatible ammo
=== Resistance (Weapons) Caches ===
* Interactive stations located in the resistance hideout and contextually concealed throughout levels – cache locations will be resistance signposted
* Weapons caches are used to select weapons to be equipped for an upcoming mission or to swap out selected weapons during a mission
* Weapons cache inventories include all weapons the player has encountered
* Locked weapons can only be unlocked at weapons caches
* Customised weapons retain persistence when deposited into a weapons cache
* Caches can also be used as stations to build unlocked homebrew items
== Weapon Customisation ==
* The player’s weapon proficiency with a given weapon improves the more they use it giving small stat boosts (e.g. Faster reload, less recoil, etc)
* Resistance adapted weapons can be customised and upgraded with parts found from scavenging (e.g. Optics, longer/shorter barrel, folding stock, etc)
* Customising with parts changes the weapon performance and aesthetics
* The player can also aesthetically personalise resistance weapons with accessories and mementoes collected/awarded during missions (e.g. Dog tags, neckerchief, etc)
* Weapons cannot be customised or upgraded until they have been resistance unlocked
* If a resistance weapon is ever lost or discarded it can be rebuilt at a cost