Oxford Armaments™ II - The Final Reckoning

Mapping Ideas and Sprite Galleries
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John_Oxford
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Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #381162

Welcome to /ox/, now git.
________________________________
LAST UPDATE: 2/14/2018
Version: 0.3 " Apollo "
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Objective:
Spoiler:
I've thought long and hard for many years, i figured the solution to many attempts at gunsmithing was just to take it out of the hands of the players and just make it slightly worse and have every combination as its own separate gun that you cannot modify. As such i'm going to begin the long road of spriting and coding out a good 300 guns. Maybe more. Maybe less. The goal here is branding, maybe if i can get someone to show me i'll try making improvements to gun code but for now, i'll just list all the guns i've made so far here, give some information, and rate them.
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Assault Rifles:
Spoiler:
AK-47
Caliber: 7.62x39 Soviet

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AK-74-T Optical
Caliber: 5.45x39 Soviet

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AK-74 Tactical
Caliber: 5.45x39 Soviet

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AK-74 Tactical Para
Caliber: 5.45x39 Soviet

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AKS-74u
Caliber: 5.45x39 Soviet

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AK-47 Cambodia Edition
Caliber: 7.62x39 Soviet (tiger bone tipped for maximum AP)

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AR-10 Tactical
Caliber: 7.62x51 NATO

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Shotguns: IN REVISION
Spoiler:
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M870 Sport - IN REVISION
Caliber: 12 Gauge

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Handguns:
Spoiler:
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Ruger MKII - American Light Weight Rat Pistol
Caliber: 22 LR.

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M1911 Compact - Compact American Single Stack
Caliber: 45 ACP.

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M1911 Tactical - American Automatic Single Stack
Caliber: 45 ACP.

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Stechkin APS - Russian Automatic Pistol
Caliber: 9x18 Mak.

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Stechkin APS Tactical - Tactical Russian Automatic Pistol
Caliber: 9x18 Mak.

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Energy Weapons:
Spoiler:
Orsch MK I - Experimental Railgun
Caliber: 14.2 mm Titanium Rail

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(adding more standby)
Last edited by John_Oxford on Thu Feb 15, 2018 2:59 am, edited 7 times in total.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by Bawhoppennn » #381166

I don't know if you're serious about this or it's another meme, but those sprites aren't really in the typical /tg/ art style (well, some of them atleast). I would check up with WJ before making any more. I guess you did make this in the spriting forum though, so you probably realise.
Last edited by Bawhoppennn on Wed Feb 14, 2018 1:49 am, edited 1 time in total.
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Re: Oxford Armaments™ II - The Final Reckoning

Post by Okand37 » #381167

They look pretty nice, in my opinion.
Are you being the neighbour Mr. Rogers would've wanted you to be?
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #381171

Bawhoppennn wrote:I don't know if you're serious about this or it's another meme, but those sprites aren't really in the typical /tg/ art style (well, some of them atleast). I would check up with WJ before making any more. I guess you did make this in the spriting forum though, so you probably realise.
I don't have any intentions of making these guns common, i'd imagine WJ or whoever the art director is wouldn't mind if they did somewhat conflict with the art style so long as they were all somewhat similar and organized properly (which some aren't very similar.)
Okand37 wrote:They look pretty nice, in my opinion.
Thank you.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by oranges » #381191

good sprites it's a shame you are dumb
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #381196

oranges wrote:good sprites it's a shame you are dumb
oranges wrote:you are dumb
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that's 4 pages

theres two thousand seven hundred more to go through.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by Selea » #381229

Problems with GS was :
1. Sprites.
2. Poor integration in game process.
3. Balance with laser spreadfire.
It is solveable problems
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Re: Oxford Armaments™ II - The Final Reckoning

Post by imblyings » #381233

:(
The patched, dusty, trimmed, feathered mantle of evil +13.
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Re: Oxford Armaments™ II - The Final Reckoning

Post by UltimateGamer21 » #381451

Godspeed OP
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #382018

Selea wrote:Problems with GS was :
1. Sprites.
2. Poor integration in game process.
3. Balance with laser spreadfire.
It is solveable problems
I agree.

The sprites goof made were really the same gun with slightly different colors just cut into pieces, i could do the same thing with like 30 different guns and it would be leagues better than that.

The balance issue with laser spread fire was due to the fact that there was no bridge between a fully automatic laser gatling gun of death and a normal laser gun, no requirement for any sort of work. In general the whole idea of balance in it was kind of fucky.

Slapping it in the armory really just made all the other security weapons redundant too.


--

If i were to really do it as gun smithing, i'd have to make it as a event with a arms trader shuttle who has the machines in it. Maybe make it extremely rare and require ghost roles or admin intervention. i think it'd be pretty interesting to have a heavily armored and guarded shuttle where people could come in and exchange items for weapon modifications, or maybe have a array of weapons you could purchase.

It allows for a lot of interesting scenarios, like security being against it and getting into a conflict with the ship, or the ship docking near security and only selling to security, or a ERT getting involved to help dispatch the shuttle. Or maybe the shuttle conscripting assistants through implants and taking over the station. ( discount rev mode that doesn't end after the heads are dead? )
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by iamgoofball » #382074

Ausops made those sprites you idiot
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Re: Oxford Armaments™ II - The Final Reckoning

Post by iamgoofball » #382075

imblyings wrote::(
There were a lot of people who missed the testmerge with your sprites
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Re: Oxford Armaments™ II - The Final Reckoning

Post by Remie Richards » #382098

>The modular guns looked modular
>This is a bad thing

:roll:
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Re: Oxford Armaments™ II - The Final Reckoning

Post by JStheguy » #382109

Remie Richards wrote:>The modular guns looked modular
>This is a bad thing

:roll:
Nah, man, this is guncrafting's final form.
300 interchangeable counter-strike guns.
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #382155

There's a difference in "Modular Guns" and "Gun smithing"

Modular guns are fucking stupid, as seen by how the sprites looked and how the balance issues were present when it was merged.

Don't tarnish gun smithing with that shit goof.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by iamgoofball » #382161

If I implemented gunsmithing the way you wanted it the following would happen:

1. Itd get denied on code cleanliness and standards
2. If it got testmerged people would be angry about complexity
3. People don't like complicated. They like simple. Boring shit.
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #382306

iamgoofball wrote:If I implemented gunsmithing the way you wanted it the following would happen:
1. Itd get denied on code cleanliness and standards
I'm sorry, who's fault would that be?

iamgoofball wrote:2. If it got testmerged people would be angry about complexity
I mean, i don't see why you would ever get mad about something that's optional and has depth. More so something that you don't actually have to use (You can literally use all the guns on the station in the exact same way that they were before and not have to change anything.)

iamgoofball wrote:3. People don't like complicated. They like simple. Boring shit.
Have you considered that this might be why people don't like everything you code? I can't imagine the logical hoops you would have to jump through to truly think that human beings enjoy boring things in a video game men't to entertain them.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by factoryman942 » #382334

>men't
john do you need an ambulance
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Re: Oxford Armaments™ II - The Final Reckoning

Post by iamgoofball » #382337

John_Oxford wrote: Have you considered that this might be why people don't like everything you code? I can't imagine the logical hoops you would have to jump through to truly think that human beings enjoy boring things in a video game men't to entertain them.
you realize I'm saying this because I've tried to push complicated or complex features and been told off BY THE PLAYERS specifically because of complexity
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #382383

iamgoofball wrote:
John_Oxford wrote: Have you considered that this might be why people don't like everything you code? I can't imagine the logical hoops you would have to jump through to truly think that human beings enjoy boring things in a video game men't to entertain them.
you realize I'm saying this because I've tried to push complicated or complex features and been told off BY THE PLAYERS specifically because of complexity
I mean, you have to see the difference between something that is functionally complex and something that is needlessly complex.

Things like food having long cooking requirements that must be done a certain way when you could just go to a vending machine is a example of needlessly complex.

Allowing players to customize their gun's size, fire rate, weight, size, type, color, and caliber is A: optional and B: only beneficial to the player and isn't required to exist (see: food)


I've lost all hope in humanity if it genuinely is public opinion that simple, boring shit is the only thing anyone wants to play.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #382384

factoryman942 wrote:>men't
john do you need an ambulance
ye's
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by iamgoofball » #382476

gun's size, fire rate, size, and type of gun are pretty fuckin important too dude
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Re: Oxford Armaments™ II - The Final Reckoning

Post by John_Oxford » #382583

All of the guns on station would look exactly the same, but could be taken apart and exchanged for better parts. Which at some point, i was considering to not have accessible to the station to begin with.

Be it that security has 90% of all the guns on the station. The only situation that would put someone at a disadvantage is if cargo some how got a hold of lathe's and smithing tables and was able to gun cargo. Of which should have been cut short by security before it got out of hand to begin with.

Essentially, the ideal way to incorporate gunsmithing into the game was to not incorporate it, to make it a event on a shuttle or require admin intervention.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Oxford Armaments™ II - The Final Reckoning

Post by factoryman942 » #382634

so like machine stock parts but more dakka?
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