I've got this concept for a shooter that I'd like to test out that involves the player taking the most basic parts of a modern firearm(receiver/action, stock/grip, barrel, etc.) and resizing them before combining them all to form a unique gun. My plan to plot all the data out is a spreadsheet with each component of the gun separated and the size changes(length and width) measured on the X and Y axis of a graph. I have sufficient knowledge of how firearms work, but my problem is not knowing the performance changes that come with changing every part(I know most but not all, that is). I also thought about using a point system, where variables like damage, range, and fire rate have their values raised and lowed when changing aspects of the unique gun. Maybe the player should get a number of points to spend on changing part sizes?
I humbly request input from forum frequenters who have actually fired, studied, or read up on firearms quite a bit. If your knowledge of weapons comes directly from television of video games, please don't try to help with the concept and just comment on whether or not this system sounds fun.
The parts I've been able to list so far are:
Receiver - both upper and lower. The sear and trigger assembly aren't customizable since they probably won't change the variables significantly.
Action - bolt, lever, blowback, etc. The size of this is determined by the receiver's size, but changing the type of action changes the fire rate value.
Barrel - heating of the barrel by firing excessive rounds is not taken into account. Length determines range and bullet deviation from it's flight path(damage, too?) while width determines caliber(damage)(deviation, range, too?)
Stock and Grips - optional, purely aesthetics
Halp.