Due to a discussion I've noticed in the "Games don't have to be Free" Thread, I though I'd open this to a full debate:
How do you think guns (or other weapons) should be detailed in games?
Personally, I'm one for more detail over less. We all know that the type of car you drive reflects your income and what you feel is important. According to Mark Twain "Clothes make the man. Naked people have had little affect on history". It stands that how you chose to defend yourself has a notable bearing on your thoughts.
A 150 dollar Makarov pistol bought from a Russian arsenal is not too accurate nor powerful, but it is a solid and reliable military pistol. On the other hand, a Korth revolver is hand made in Germany and will set you back $5000 - more of a show piece than anything else. Someone who goes into combat with a .357 revolver is looking for reliability, and probably thinks that if it takes more than 6 bullets, he is in over his head. 100 round drums of ammo means quite the opposite.
Saying he "he had a rifle" versus "It was a Heckler and Koch G-36 with delayed roller back action firing 5.56 SS-209 NATO standard ammunition" Indicates a vast difference of knowledge and experience.
In case you're wondering, I have no military experience, no FOID card, and the only guns I've handled are .22 rifles at a boy scout camp. But I like to read, and I'm a writer. As I said before, guns and knowledge thereof establish character.
Mechanically, I think there should be a few different damages possible for each class of weapon (rifles/pistols) to reflect calibers, and modifications like suppressors and chopped barrels. Range is a bit less of an issue, though accuracy and concealment ability should be considered. I am all for heroism in games, and don't mind characters being able to take two or three slugs before slowing down, unless of course they are actually chewing on the shotgun barrel.