You can't have guns that don't /do/ anything. Guns ARE a big deal hence why they aren't common-use. The dogma that is in place now in City RPG-s about guns in general is what ruins them. We need a revamp of the whole concept of City RPG, not band-aid fixes.
It's not some quick hotfix that patches over the problem, the system to get a gun will be to get several licenses, buying one either yourself with a salesmen license, or from a dealer which is probably cheaper in the long run, then
regularly buying ammunition because your firearm will be useless without it.
I don't know what you mean by guns that don't do anything, I don't I ever said that I'll include faulty guns, but I might add faulty guns for criminal crafting to make a risk-reward system for that.
Maybe you should implement the total rpg events
I was thinking of doing this so you have to pay for the bricks you place. And before anyone complains about having to pay for bricks, bricks will be incredibly cheap. I may even have some sort of "house starting kit" that gives first-time lot owners the money to make a simple building.
Ehh I'd still like to see illegal shipments of military grade weapons.
As far as I'm concerned, everything legal that handles firearms, distribution or consumption of the product requires licenses. If the vendor isn't allowed to spawn military grade weapons, then he/she could get into trouble and lose ability to sell legal weapons.