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GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 7:57 am
by iamgoofball
https://github.com/tgstation/tgstation/pull/19250

suggest anything that is a:
attachment
barrel
handle
base/reciever(ammo type)

and i'll consider adding it

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:43 am
by calzilla1
GIVE IT DA BEEMS

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 2:46 pm
by Wyzack
I am actually so happy this is habbening

High capacity magazines, extended barrels, all kinds of sighting, carbine modifications to make certain large guns more compact/will fit in a bag or armor slot. Underbarrel shotguns, flamethrowers, or one off ion blasts. Let us put engravings on them so we can mark kills and stuff. Give the detective's revolver a 38 special modification kit that looses the knockdown for a small increase to damage and causes bleeding. Ergonomic grips, shoulder straps, RFID tag system to prevent friendly fire, differentiate jacketed hollow point and full metal jacket ammunition. Will probably think of more

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 3:16 pm
by Saegrimr
>Oxford isn't here yet.
BUNKERS. EVERYBODY GET INTO THE BUNKERS.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 3:49 pm
by Screemonster
At top-tier tech levels, bluespace barrels that shoot through walls (downside being you can't click past people to hit them as you literally are shooting past them)
And scopes.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 4:05 pm
by Zilenan91
Wallbanging shouldn't exist in SS13



Though yeah a modification to the detective's gun to turn it into a revolver would be pretty great. Could get rid of the screwdriver code for it completely and just replace it with a regular mod.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 4:08 pm
by Reece
Shotgun smart choke. Causes thepellets to not start expanding until 1 tile before where you clicked.
Collapsible stock lets you fit bigger guns inside a pack.
DU depleted uranium bullets to go through R-walls.
Gyrojet ammo,rocket bullets with knockback..
Polonium bullets for some Russian style assasinations.
Cane stock so the bartender can have his pimp cane shotgun.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 4:32 pm
by Steelpoint
>a decade old meme is actually being made into a feature


If you want some suggestions then Alien:CM does a whole bunch of attachments. Might be a good inspiration. Here's the list.

Barrel Attachments
  • Extended Barrel: Increases gun accuracy + range.
    Recoil Compensator: Increases gun accuracy + range + reduces recoil. Slightly Reduces Damage
    Barrel Charger: Increases damage by 50%. Significantly reduces accuracy + range.
    Bayonet: Significantly increases weapon melee damage.
Rail Attachments
  • Red Dot Sight: Significantly increases gun accuracy
    Quickfire Adapter: Increases weapon rate of fire. Decreases accuracy + range.
    Burstfire Adapter: Unlocks ability to burst fire weapon, weapon capable of burst fire can fire additional rounds per burst. Decreases accuracy + range.
    Magnetic Strap: If weapon is dropped or disarmed the weapon will snap back to users suit storage slot.
    Rail Scope: Increases gun accuracy and unlocks ability to zoom with the weapon akin to a sniper.
Underbarrel Attachments
  • Forward Grip: Increases accuracy + range. Increases weapon size.
    Gyroscopic Stabalizer: Makes a two handed weapon one handed (near useless for us). Decreases accuracy + range.
    Underslung Grenade Launcher/Flamer/Shotgun: Lets you fire several rounds from the underbarral weapon. Underbarrel attachment cannot be reloaded after expended.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 5:49 pm
by John_Oxford
HOLY SWEET MOTHER OF FUCK IM IN TEARS
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
I FUCKING LOVE YOU GOOF. YESS.
i cant express how happy i am
literally crying over 2d spessmans.
my goal in this universe is done.
god save the queen.

EDIT:
I'll sprite some of this shit, just give a list of what ye need.
theres still some takedown animation sprites on the other gunsmithing threads.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 7:18 pm
by Gun Hog
How will this tie into the game? Cargo factories? Warden has the gun crafter in the armory? Science provides more upgrade parts? Reverse engineering of Syndicate/Alien tech for exotic guns?

Massive framework code by Goof: Check.
Steelpoint endorsement: Check.
Pledge of support by John Oxford: Check.

This is probably going to happen. It shall be the next Goofchem. And it will be good. Sign me up.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 7:23 pm
by TechnoAlchemist
Please for the love of god focus this on energy weapons, you can do a lot of cool and fun sci fi shit instead of dumb baby boo boo "i wish I enlisted then mom would be proud" ballistics.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 7:30 pm
by Wyzack
Techno without a penis you can not possibly appreciate /k/ fetishism

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 7:36 pm
by John_Oxford
TechnoAlchemist wrote:Please for the love of god focus this on energy weapons, you can do a lot of cool and fun sci fi shit instead of dumb baby boo boo "i wish I enlisted then mom would be proud" ballistics.
i'll shill in place of goof who is probally busy with code and shit
Focusing on energy weapons is really only a road that goes so far before its OP.
You can have higher rate of fire (Accelerators/Actulators) and longer range/beam types (Focusing Lens/Splitting Lens/Rotating Lens)
Then it delves into raw damage
Higher damage (larger cell/mini-reactor)
Higher DPS (more capacitors/coolant cells)
More barrels (rotary miniguns)
Bigger beam types (Laser to Laser Cannon, Laser cannon to pulse, through bigger power cells/capacitors/focusers

Essentially, ballistics has a longer road of customization before it becomes a death beam minigun firing 900000 rounds a second that just deletes anything it touches.
While energy weapons have a shorter road before it becomes a pulse minigun destroyer of death.

Addressing the general idea behind where gunsmithing would be located.
The top three contenders are as follows
1. The Armory
2. Science
3. Appart of Engineering
(we could also put it on the syndicate base so nuke ops can go full splinter cell)
((there are also several ground-only maps that this would fit perfectly into))
I'm leaning towards the armory, so that sec can determine if they are going to distribute freedom or keep it all to themselves (more round variables/interesting situations for antags)
Science would be coming in second, obviously expanding off of the modular recievers, and going from there.
Appart of engineering would essentially be instating the "mechanic" job (and how it is on other servers) to be replaced with the "gunsmith" job. Basically just have a room branching off from engineering that manufactures guns.
(and since im going to need something new to shill, automated factories when?)

EDIT
Instead of the detective just spawning with his gun ammo and shoulder holster all in the cabinet, have it spawn a revolver case (locked with the same access as the detective)
Image
His gun, one random customization option (attachment/better parts/357 mod) and two speed loaders, having his shoulder holster still spawn in the cabinet
EDIT 2.0
Here's a rifle gun case, the warden spawns with a auto rifle on meta i believe, so the same idea would go for this.
Image
Autorifle+One random attachment+Magazine+Magazine
EDIT 3.0
Heres some shitty inhand sprites because for some reason the char sprites are blury as fuck
Image
Image

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 7:53 pm
by Zilenan91
put gunsmithing in engineering so they have things to do

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:09 pm
by ShadowDimentio
ATTACHMENTS: SCOPE

Scope: +Damage +Accuracy -Fire Rate
Reflex Scope: +Accuracy +Fire Rate

=R&D GATE=

Anatomical Scope: ++Damage -Fire Rate
High Resolution Scope: +Range +Damage +Accuracy --Fire Rate

ATTACHMENTS: BARREL

Barrel Compensator: +Accuracy +Fire Rate
Silencer: ++Silenced* -Damage
Muzzle Brake: ++Fire Rate

=R&D GATE=

Barrel Retractor: ++Accuracy
Railgun Module: +Damage +Armor Piercing +Fire Rate +Range

*Silenced: No text notification, quiet shot

ATTACHMENTS: STOCK

Forward Grip: ++Accuracy
Bipod: +Accuracy -Fire Rate
Laser Sight: +Accuracy +Range
Flashlight: ++Light

=R&D GATE=

Bright Laser Sight: +Accuracy +Range +Blind
Smart Module: +Accuracy +Damage +Range +Fire Rate

ATTACHMENTS: MAGAZINE

Extended Mag: +Capacity
Barrel Mag: ++Capacity -Reload Time

=R&D GATE=

Rapid Reloader: +Fire Rate +Reload Time
Ammo Synthesizer: ++Ammo Production --Reloading

ATTACHMENTS: ENERGY WEAPONS

Beam Stabilizer: +Range +Damage
Beam Intensifiers: ++Damage -Fire Rate
Improved Capacitors: +Capacity
Recharge Module: ++Recharge Time

=R&D GATE=

Plasma Module: ++Damage +Armor Piercing -Fire Rate
Energy Amplifier: +Damage +Accuracy
Electroshock Module: ++Stuns -Damage
Charge Generator: ++Charge Generation --Recharging

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:35 pm
by Wyzack
I am curious what do you all mean by accuracy? Unless I am mistaken everything is 100 percent accurate already which means innacuracy will need to be added

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:39 pm
by ShadowDimentio
Maybe it could effect the likelihood of hitting the areas you target or something, I dunno

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:40 pm
by Zilenan91
Guns would need a chance to miss like CM them if we wanted accuracy to be a factor. Currently gun mods would really just increase mag size, damage, projectile speed, fire rate, that sort of thing. We also don't have any system for recoil so foregrips wouldn't do anything either.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:57 pm
by Remie Richards
Zilenan91 wrote:We also don't have any system for recoil so foregrips wouldn't do anything either.
https://github.com/tgstation/tgstation/ ... gun.dm#L23
https://github.com/tgstation/tgstation/ ... un.dm#L113

Wrong, stop spreading misinformation.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:58 pm
by Zilenan91
Is it even used in anything if we do have it

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 8:59 pm
by Remie Richards
Golden revolver has 8 recoil sniper has 2.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 9:15 pm
by Anonmare
AKA: It makes you motion sick

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 9:50 pm
by oranges
Zilenan91 wrote:Guns would need a chance to miss like CM them if we wanted accuracy to be a factor. Currently gun mods would really just increase mag size, damage, projectile speed, fire rate, that sort of thing. We also don't have any system for recoil so foregrips wouldn't do anything either.
Dude what, RNG missing unrelated to player skill is so morrowind thinking. It's not good game design, which is why it was gone by oblivion.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 10:40 pm
by Shaps-cloud
Repeater that gives you a 5% chance to instakill your target no matter how much health/armor they have left

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Sun Jul 10, 2016 11:23 pm
by Remie Richards
Shaps wrote:Repeater that gives you a 5% chance to instakill your target no matter how much health/armor they have left
if we're going "Silly XCOM upgrades" let's have Stock instead (guaranteed damage even on misses)

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 12:02 am
by Lumbermancer
I still don't like it.

Sec carries tasers 90% of the time, which guns in particular you want to mod? Tasers? Or do you want to put more guns in the armory, and give sec more excuses to carry lethals and use them indiscriminately? Or do you want to make it snowflake like krav maga gloves? Or maybe you want give it to science? Then ask yourself how often science achieves anything these days.

Then ask yourself is it worth it? I see many people here suggesting stuff like more accuracy, more damage, higher rate of fire. Is this really fun? Increasing numbers? If you really have to do this, limit the number of mods but make each mod unique changing firearm in a significant way.

But then I recall how many times I modded detective's revolver for .357, and never got to use it, for one reason or the other. And now you want me to spend time scavenging or making parts to add scope and beaver tail.

It's gonna be fiddly as fuck.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 12:06 am
by ShadowDimentio
We can have it now so a few gun parts spawn in maint, so if you go scavving you can potentially build yourself a gun as rev or whatever.

Anyways this probably won't ~REVOLUTIONIZE THE GAME~ but it will be fun.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 12:42 am
by John_Oxford
ShadowDimentio wrote:We can have it now so a few gun parts spawn in maint, so if you go scavving you can potentially build yourself a gun as rev or whatever.

Anyways this probably won't ~REVOLUTIONIZE THE GAME~ but it will be fun.
i dont know how goof is actually going to code it, but if he codes it similiarly to how i made 5 threads about it.
its going to be pretty fucking revolutionizing fam.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 1:25 am
by paprika
someone actually made this joke of a feature into a real one? hmm wonder who it was

ah goofball hasn't started a shitstorm recently and then cried about how people don't like him, i think that's a safe bet!

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 4:46 am
by Steelpoint
All I want to know is who gets the guncrafting?

Is it something RnD gets? Will the Warden get it? Is it something anyone can do on a table?

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 4:47 am
by Zilenan91
Engineering should totally get it

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 5:02 am
by ShadowDimentio
Everyone should get it. R&D gets some parts, cargo can order some parts, engineering gets some parts, sec gets some parts, and some parts are scattered around maint.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 5:31 am
by MrEousTranger
Fuckin barrels for E guns
fallout new vegas style.

Tri Beam Splitter:

Obviously splits the lazer into 3
does slightly less damage per shot
but doesn't divide the overall damage
slightly larger spread.



Beam Focuser:

Beam shoots farther, faster,
and does more damage
but fire rate is slower.

Just throwing stuff out there.
playing too much New Vegas again.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 5:37 am
by One Seven One
ShadowDimentio wrote:Everyone should get it. R&D gets some parts, cargo can order some parts, engineering gets some parts, sec gets some parts, and some parts are scattered around maint.
I agree with this.

Maybe the parts they get are more suited for their line of work?
Engineering's stuff could be cheap, cobbled together junk AKA ghetto weapons made out of pipes and tools.
Cargo would have to order mass-produced parts that aren't too special.
Security would get a few specialized parts and some basic parts.
Science would get more sciencey upgraded parts that would probably all need to run on energy along side ammo or just upgrade any shot in to something different.

Finding any and all of these in maint would be great too.
Maybe with more dangerous ones having a rarer chance.

But if anything, I really think security should hold more power over this. With the main means to make any of this.


As a suggestion:
Maybe something high in to science that can be loaded with a single bullet and attached to a weapon, this device will either slowly make bullets of that type or make any bullet loaded in work as that type.
I'd like this since all the fun tech shells in science are never used and it would be great to see them get some use.
Maybe even add the tech shell to something that can be made.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 6:02 am
by ShadowDimentio
ShadowDimentio wrote: ATTACHMENTS: MAGAZINE

=R&D GATE=

Ammo Synthesizer: ++Ammo Production --Reloading
STEALING MY IDEAS I SEE...

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 6:14 am
by imblyings
this will be really fun up til the point someone asks for onmob sprites of different weapon mods

if we don't do that this will be a /k/ wet dream

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 6:16 am
by ShadowDimentio
Fatsprites 2: Gunsprites

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 6:35 am
by imblyings
also worth noting is cm guns being able to go over the 32x32 boundary, for beautiful long guns

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 6:37 am
by AnonymousNow
I trust that people have gone through the normal, so let's embrace the surreal.

Attachment: Grappling hook, that attaches onto people and either pulls you towards them, or them towards you. Undersling bluespace-every-weapon-in-the-game-variant. Energy bayonet.

Barrel: Loudener. Super-loudener, with AOE stun capability. Splitter, which halves the projectile and sends the halves off in diagonal directions.

Stock: Fold-out mounting body, which makes it (and you) a stationary thing you have to pull yourself onto, but makes you harder to hit when using. Autoturret stock, which folds out into a stand that automatically (but relatively slowly) fires the gun at anyone that's not you that it sees until it runs dry. Bluespace stock, slides back into a small portal that shows it's actually still built into a branch of a tree, which keeps it super stable.

Ammo: Whistler rounds, make a high pitched, doppling whistle as they get shot and pass people. Cricket rounds, extremely powerful gibbing rounds that knock you backwards and prone when fired. Vorpal rounds, made of little razorblades, do relatively little damage but have a high chance to remove the targeted limb (lower chance on head than on other limbs).

Don't fuck this one up.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 8:48 am
by DemonFiren
Vorpal rounds targetting the mouth should remove the tongue.
Vorpal rounds targetting the groin should work as sex change surgery, but only male to female.
Vorpal rounds targetting the eyes, well, why the hell not: blindness.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 9:07 am
by imblyings
Spoiler:
Image
Spoiler:
these are mockups
something like this?

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 9:15 am
by Gun Hog
imblyings wrote:
Spoiler:
Image
Spoiler:
these are mockups
something like this?
I would fund this 100%.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 9:52 am
by iamgoofball
Ausops, I'll send you a list of sprites I need and the assembly shit when I have this finalized, don't worry

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 11:20 am
by Steelpoint
imblyings wrote:
Spoiler:
Image
Spoiler:
these are mockups
something like this?
Image

I need this in my life.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 11:33 am
by Remie Richards
imblyings wrote:also worth noting is cm guns being able to go over the 32x32 boundary, for beautiful long guns
Do you mean the worn/in-hand overlay?
Because if you do BOY do I hate you.

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 11:50 am
by Aloraydrel
Scope on the combat knife

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 1:20 pm
by imblyings
Remie Richards wrote:
imblyings wrote:also worth noting is cm guns being able to go over the 32x32 boundary, for beautiful long guns
Do you mean the worn/in-hand overlay?
Because if you do BOY do I hate you.
no but NOW that you mention it

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 1:23 pm
by Remie Richards
imblyings wrote:
Remie Richards wrote:
imblyings wrote:also worth noting is cm guns being able to go over the 32x32 boundary, for beautiful long guns
Do you mean the worn/in-hand overlay?
Because if you do BOY do I hate you.
no but NOW that you mention it
Oh good, I was going to get really angry at you cos we've had large inhands/worn overlays since September of last year, it's just none of you sprite monkeys use it.
(I even went so far as to make it really easy to draw them in comparison to normal 32x32s)

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 1:27 pm
by Bawhoppennn
autism awareness 2016

Re: GUNCRAFTING SUGGESTIONS THREAD

Posted: Mon Jul 11, 2016 2:30 pm
by Shaps-cloud
imblyings wrote:
Spoiler:
Image
Spoiler:
these are mockups
something like this?
>laser sight on laser gun

STOP