It is a bit silly to find 2 identical gear pieces that have different stats just because of "level".
It is also strange there isn't a repair system.
Standardizing gear stats based on type, manufacturer, and quality. This can also affect the look of the items as well. Also makes stock gear straight forward and makes unique items more unique.
The player can use upgrading either through crafting or going to a shop. Mods can then be used to make specific stat changes and customize gear to the player's build. It caps max possible stats so there is an upper and lower limit for gameplay difficulty to be designed around. Meaning at game start players are capable but need to strategize and at max players are a bit overpowered. It also allows the player to focus on tuning gear, but more importantly a player can keep an aesthetic without penalty.
Upgrades should be limited to 5x per rarity level. So common +5, then upgrade rarity on +6 becomes uncommon +0, etc. I like the rarity upgrade recipes, but I would remove them and just make it part of the upgrade process. Rarer items then become valuable in more than one way and yet are easier to read at a glance.
All mod recipes should be available for the player to make. I like the random quality. I would just extend that out to all mods. Include grenades, meds, add-ons, and food.
Some mods could have negative affects. Ex. Overpowered: +dmg -integrity / Runs Hot: Higher rate of fire. Can overheat. / Light Load: Non lethal. Cannot Crit. Etc...
Add-on like scopes and silencers keep their properties. Add extended mags and different stocks. More or less bullets. More or less stability.
Weapon status affects like shock, burn, poison, should be based on ammo type used. Not inherent to the gun. Again the player should be able to make all ammo and ammo types.
Armor stats would follow the same as weapons but a bit more simplified. Add armor, resistences, move speed, etc. No real nevagitves aside from maybe increasing weight or how much noise the player makes when they move.
Mods can be removed manually through a perk instead of lost when replaced. The disassembly mod save perk is nice. Having one to just straight up remove and replace at will would be better.
Overall I would cut the amount of ammo boxes and meds in half or more that are in the world. Toughen up the player a bit so they aren't spamming meds. This would encourage the player to take some time to make their own ammo and meds. So add a quantity slider to how much or many of an item is made in one go. No more click per item crafted. Add cooking so players can have a bit of control over food buffs. Also cut those items in half too. Junk I would keep if not expand on. The auto disassemble perk would keep the player stocked up (as it already does) on basic components to repair gear and make ammo, meds, and grenades. Add "Loot as Junk" option.
Each gear piece found in the world has a look, feel, and mods based on the region where they are found. Some are painted up. Some are modded out and in ways that reflect the faction or owner. Ex. Nomads have more durable gear. Scavs make flashy junk. Corps have high tech stuff but basic / clean looking. This allows the player to also have an idea what to expect when in an encounter and what gear they might get.
It is also strange there isn't a repair system.
Standardizing gear stats based on type, manufacturer, and quality. This can also affect the look of the items as well. Also makes stock gear straight forward and makes unique items more unique.
The player can use upgrading either through crafting or going to a shop. Mods can then be used to make specific stat changes and customize gear to the player's build. It caps max possible stats so there is an upper and lower limit for gameplay difficulty to be designed around. Meaning at game start players are capable but need to strategize and at max players are a bit overpowered. It also allows the player to focus on tuning gear, but more importantly a player can keep an aesthetic without penalty.
Upgrades should be limited to 5x per rarity level. So common +5, then upgrade rarity on +6 becomes uncommon +0, etc. I like the rarity upgrade recipes, but I would remove them and just make it part of the upgrade process. Rarer items then become valuable in more than one way and yet are easier to read at a glance.
All mod recipes should be available for the player to make. I like the random quality. I would just extend that out to all mods. Include grenades, meds, add-ons, and food.
Some mods could have negative affects. Ex. Overpowered: +dmg -integrity / Runs Hot: Higher rate of fire. Can overheat. / Light Load: Non lethal. Cannot Crit. Etc...
Add-on like scopes and silencers keep their properties. Add extended mags and different stocks. More or less bullets. More or less stability.
Weapon status affects like shock, burn, poison, should be based on ammo type used. Not inherent to the gun. Again the player should be able to make all ammo and ammo types.
Armor stats would follow the same as weapons but a bit more simplified. Add armor, resistences, move speed, etc. No real nevagitves aside from maybe increasing weight or how much noise the player makes when they move.
Mods can be removed manually through a perk instead of lost when replaced. The disassembly mod save perk is nice. Having one to just straight up remove and replace at will would be better.
Overall I would cut the amount of ammo boxes and meds in half or more that are in the world. Toughen up the player a bit so they aren't spamming meds. This would encourage the player to take some time to make their own ammo and meds. So add a quantity slider to how much or many of an item is made in one go. No more click per item crafted. Add cooking so players can have a bit of control over food buffs. Also cut those items in half too. Junk I would keep if not expand on. The auto disassemble perk would keep the player stocked up (as it already does) on basic components to repair gear and make ammo, meds, and grenades. Add "Loot as Junk" option.
Each gear piece found in the world has a look, feel, and mods based on the region where they are found. Some are painted up. Some are modded out and in ways that reflect the faction or owner. Ex. Nomads have more durable gear. Scavs make flashy junk. Corps have high tech stuff but basic / clean looking. This allows the player to also have an idea what to expect when in an encounter and what gear they might get.