I'm sorry, I thought you meant that the repeater crossbow tech should be available in the earlier stages of the game.
That's why I said that it should be advanced tech, comparable to Edge Type 5 melee weapons, since it takes over 150 in-game hours to research Edge Type 5 tech by itself, not to mention all of the time required to research the pre-requisites.
I feel this is a large enough buffer zone to prevent an early-game char from cheesing the game simply because s/he has an amazing turret, but its not an outrageous amount of time spent on too little of a reward.
Anyways, back to ammunition, I want to expand on Guy's suggestions for different types of ammo, and there are already a lot of them out there IRL.
Altering the tips of the bolts alone would be sufficient to change the Class of the bolt, but I believe once the Mark VI point is reached (or whenever the bolt Classes will diverge further), we could have a lot more than just 2 Classes of bolts.
I'm just going to make a list of different bolt types from the top of my head:
- Guy's crescent-tipped, anti-light bolt
Guy's hollow-point-tipped, anti-armor bolt
The generic, yet dreaded, normal bolt (which is likely just a pointed shaft instead of having an additional piece to tip it)
Jagged-tipped bolt which causes damage/bleeding during removal (will cause more damage/bleeding with an inexperienced Medic)
Blunt-tipped bolt which causes little to no damage/bleeding but will knock a char to the ground
Flaming bolt which will ignite structure, pitch, etc. with fire
Groove-tipped bolt which accelerates the application of poisons to the target
Broadhead-tipped bolt which allows the bolt to be removed cleanly (for future hunting purposes)