Gunsmithing; And how it works

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Gamarr
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Re: Gunsmithing; And how it works

Post by Gamarr » #81666

Bottom post of the previous page:

There is nothing that engineering has that would be related to this other than basic tools (which you go to cargo for and they should be doing plenty of as it is) or some spare circuit parts for Airlock or APCs, both of which come from cargo's lathe too. When the spares in engineering should stay where they are. So why being beside engineering doesn't make sense to me when the office should be equidistant from Cargo/R&D, as that is who they work with. You get new parts from R&D when needed/upgrades, and basics/supplies from cargo. Instead of bugging R&D, who usually are busy anyway, you swing by this office, ask the dude, and he'll get it later if he doesn't already have it. You could say it is similar to the QM, but the QM seems to fuck around more than deal with the gadget/tool side of the lathe.

The job is not an integral part of things running, but an electrician-type job has been a long time needed imo given size of the station, few number of engineers that seem very often busy as it is, and the massive powernet.
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Re: Gunsmithing; And how it works

Post by John_Oxford » #81700

Electricians generally were supposed to be assistants, but we know assistants never actually be useful, and fix shit, even though they are given access to maintance, and 2 tool storages.
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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.
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I don't even know what the fuck tg is.

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Re: Gunsmithing; And how it works

Post by ClumsyAlcoholic » #81774

Then give guns to the assistants.
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Re: Gunsmithing; And how it works

Post by sirnat » #82359

Please add this, it would add a job sort of like the miner. You can sit in your area/officer all round and not have to deal with shittlers unless begging for a gun, then just taze them. The job would give those who are in it something to do all shift

1. Make guns, deliver upgraded weaponry to security
2. Be a secondary source for weaponry during nuke ops/wizards/anytime when captain and whatnot demands everyone arm up.

The workers if caught just handing out fire arms would need a punishment of a perma job ban. You wouldn't want someone like that every round handing out guns to his meta-buddies.. Or to worse, clowns.
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Re: Gunsmithing; And how it works

Post by John_Oxford » #82398

Instead of a job ban, Maybe doing so is perma-brigable,


OOOORRRR

We could have a white-list for the job.
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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: Gunsmithing; And how it works

Post by John_Oxford » #82400

Maybe we make this into a event instead:

CENTRAL COMMAND UPDATE:
CC Manufacturing Services
We have sent a shuttle containing gunsmithing materials, you are to put the machines together, and construct weapons.

Or something along the lines of that
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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: Gunsmithing; And how it works

Post by Scones » #82408

don't mean to be a downer but you should probably start coding something instead of just spitballing ad infinitum before people just stop caring
plplplplp WOOOOooo hahahhaha
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Re: Gunsmithing; And how it works

Post by sirnat » #82514

If I knew how to code, I'd do it.. Is it even hard to learn the code for SS13?
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Re: Gunsmithing; And how it works

Post by John_Oxford » #82541

@Scones
No idea how to code
I can learn, but i was waiting for a coder (See: Metacide) to have a open window to begin work on this.
If i do learn, doing so, and making all the code itself, would take a extrodonary ammount of time.
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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: Gunsmithing; And how it works

Post by Ezel » #83682

John_Oxford wrote:I want to state, Security is already armed (See: Armory) What we could do (Credits to the guy on the other post) Is make the armory start completely empty (Minus Armors, Or we could add Armorsmithing) Requiring security to build guns in order to have any resistance against heavily armed antagonists (See: Nuke Ops)


There goes yiour firing pins
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Re: Gunsmithing; And how it works

Post by Digdugxx » #180502

I know I'm a bit late to the party but it would be logical for an electrical department to be given paperwork regarding what coloured wires do what for every machine / electronic object on the station rather than them having to figure it out on their own through trial and error.

They could also be in charge of bomb defusal with a terminal-controlled robot that removes the risk of someone killing themselves and maybe also has the advantage of being able to scan the bomb and see which wire does what which will make it a better option to use if there's time.
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Re: Gunsmithing; And how it works

Post by Anonmare » #180509

Could make it a cargo job but with a very limited pool of parts they can use solely from cargo, so they're restricted to being able to make slightly better shotguns, laser guns etc. by themselves.
You should also make spare circuit boards only be acquirable from cargo's supply computer to prevent R&D just manufacturing their own and becoming the omni-department. The idea is to make sure they could only build basic weapons in cargo without outside help so if cargo wants to roll around with C-20s they'll have to pay the piper and get advanced parts from R&D after they've researched everything ever- meaning they'd have to cooperate together in a two-way relationship.

Guns built should obviously lack a firing pin (which could be got around with a certain laser tag crate. *hint**hint*) and all things considered it wouldn't be all that OP as cargo could just order pre-built guns with pins installed anyway. They'd just have to invest slightly more time and resources into making their tacticool shite.
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Re: Gunsmithing; And how it works

Post by PKPenguin321 » #180664

what i never got about gunsmithing was why we need it in the first place. customized guns are cool but it's more out of place on the station than toxins.
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Re: Gunsmithing; And how it works

Post by Ezel » #180720

PKPenguin321 wrote:what i never got about gunsmithing was why we need it in the first place. customized guns are cool but it's more out of place on the station than toxins.
Nanotrasen hires terrorists and murderers for crew
Cant be more out of place
The future is horrible!
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Re: Gunsmithing; And how it works

Post by iamgoofball » #180729

PKPenguin321 wrote:what i never got about gunsmithing was why we need it in the first place. customized guns are cool but it's more out of place on the station than toxins.
Letting players pick their poison is great. Everyone plays differently, and being able to tweak your tools to the playstyle you want is very enjoyable.
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Re: Gunsmithing; And how it works

Post by Incomptinence » #180733

Why not give a job about making guns to the one department dedicated to having guns and permitted to do so?

Incentive to join sec, the gun making equipment can still be stolen, people who break into the armoury aren't suddenly demigods compared to non shit wardens who don't keep all the guns in their backpack, it replaces roundstart armoury guns, gives warden something to do while watching the brig. Cargo can maybe order gun making kit at a higher price and it being ID locked off to slow them down in their pirate campaign.

If RND parts are useful at all sec might interrupt the inevitable OP shady shit going on in that department getting their bits fix.
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Re: Gunsmithing; And how it works

Post by Armhulen » #180859

Incomptinence wrote:Why not give a job about making guns to the one department dedicated to having guns and permitted to do so?

Incentive to join sec, the gun making equipment can still be stolen, people who break into the armoury aren't suddenly demigods compared to shit wardens who keep all the guns in their backpack, it replaces roundstart armoury guns, gives warden something to do while watching the brig. Cargo can maybe order gun making kit at a higher price and it being ID locked off to slow them down in their pirate campaign.

If RND parts are useful at all sec might interrupt the inevitable OP shady shit going on in that department getting their bits fix.
FTFY

I like it.
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Re: Gunsmithing; And how it works

Post by paprika » #180865

This is dumb

Space station doesn't need gunsmithing

It's a nice concept but not for this game
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Re: Gunsmithing; And how it works

Post by PKPenguin321 » #181100

paprika wrote:This is dumb

Space station doesn't need gunsmithing

It's a nice concept but not for this game
this pretty much. it's just such a bizarre feature. maybe if we were a more 100% mainly combat oriented server like colonial marines or whatever
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
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Re: Gunsmithing; And how it works

Post by Incomptinence » #181210

It puts a delay on conflict shifting the focus away from it though?

I would honestly like to see something like this replace the armoury and the boop just fresh out of the protolathe RND guns. Also would make the firing pin mechanic less of an odd duck nudge nudge wink wink.
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Re: Gunsmithing; And how it works

Post by paprika » #181281

no thx, nanotrasen is canon energy weapons based primarily so this would ruin that plus it's not a very imaginative or useful feature
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Re: Gunsmithing; And how it works

Post by TechnoAlchemist » #181286

Someone ressed this year old thread it's already been decided this isn't a thing
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Re: Gunsmithing; And how it works

Post by iamgoofball » #181354

i'll code this one of these days
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Re: Gunsmithing; And how it works

Post by ClumsyAlcoholic » #183779

archangel did this and it turned out okay, only got shotguns up though
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Re: Gunsmithing; And how it works

Post by John_Oxford » #186976

iamgoofball wrote:i'll code this one of these days
n--n-n-n-nnneEECRROROOOOOOOOOOOOOO

I'll love you forever.
11 days late to the part, but why not have a mini necro inside of a necro? Because fuck the police

Still know fuck all about coding, got better at spriting (shits shaded now)
I'll take the fucking autistic ammount of time to sprite all the combinations if your willing to code it iam
i've waited so long ivan.
so long.
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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: Gunsmithing; And how it works

Post by Ezel » #187398

Soon
The future is horrible!
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Re: Gunsmithing; And how it works

Post by iamgoofball » #194112

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Re: Gunsmithing; And how it works

Post by kevinz000 » #194182

goddamnit goofball.
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Re: Gunsmithing; And how it works

Post by Wyzack » #194183

HAbbening status: Habbening
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
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Arthur Thomson catches fire!
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Re: Gunsmithing; And how it works

Post by calzilla1 » #208256

Wyzack wrote:HAbbening status: Habbening
Habbening status: gun code bad :(, time to work on frememon! status
Spoiler:
yes, i'm still salty
Life is too short for anything meaningful and too long for anything memeingful
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Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy

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Re: Gunsmithing; And how it works

Post by John_Oxford » #208260

ayy
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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: Gunsmithing; And how it works

Post by Gun Hog » #208323

Goof gave up. The dream is dead, John.
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Re: Gunsmithing; And how it works

Post by John_Oxford » #208339

Gun Hog wrote:Goof gave up. The dream is dead, John.
the dream dies with me, and i never die.

tg will be a long forgotten footnote in the history of the internet and all its subcommunities, lost to time, lost to a hope of better, more entertaining prospects.
and i will still lurk these fourms
and still shill gunsmithing.

(hell i might even decide to learn how to code it one day)
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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: Gunsmithing; And how it works

Post by calzilla1 » #208390

I say confine goofy goober to the shed until he completes a project (and not half assidly)
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy

do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
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Re: Gunsmithing; And how it works

Post by Gamarr » #208417

Guncrafting would be nice, but no nice things for here. At best we'd get some kind of new default base e-gun model that was modified with R&D parts.
calzilla1 wrote:I say confine goofy goober to the shed until he completes a project (and not half assidly)
Send John with him so they can keep each other company.
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Re: Gunsmithing; And how it works

Post by PlaugeWalker » #208482

I'll toss my hand into this I know few coding buddies from back in the day that owe me a couple favors. John, I'll see what I can do.
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Re: Gunsmithing; And how it works

Post by John_Oxford » #208560

PlaugeWalker wrote:I'll toss my hand into this I know few coding buddies from back in the day that owe me a couple favors. John, I'll see what I can do.

and just like that. we have a new possibility for guncoding

and you fuckers thought i was insane
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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: Gunsmithing; And how it works

Post by TechnoAlchemist » #208570

Of all the posts I've seen on this forum that one you just coded is the least believable
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Re: Gunsmithing; And how it works

Post by Danowar » #223030

You know, why not just tone this down in scope, and give a little gun workbench to the detective? He's the only member of sec who consistently has ballistics, and he already has little touches of gun tinkering. You have to refill your clips at cargo's lathe, and you can use a screwdriver to mod your revolver into something capable of firing .357 (albeit at the expense of it potentially breaking down). Why not expand upon those elements, and let the detective have the tools needed to trick out his gun and ammo? Let him refill his own casings, measure out gunpowder to his liking. Maybe he could ask science if they can research a stronger gun frame for bigger bullets. Melding the old stun revolver into this would be neat, too, I think.
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Re: Gunsmithing; And how it works

Post by CPTANT » #223054

I don't get what the point of this is if the guns are functionally identical anyway.

Ordering a gun or ordering parts and putting the parts together seems to be very little gain to me for how much effort this will take to implement.
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Re: Gunsmithing; And how it works

Post by kevinz000 » #223095

Necro. After two months.
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Re: Gunsmithing; And how it works

Post by Armhulen » #223102

not bad
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Re: Gunsmithing; And how it works

Post by John_Oxford » #223170

CPTANT wrote:I don't get what the point of this is if the guns are functionally identical anyway.

Ordering a gun or ordering parts and putting the parts together seems to be very little gain to me for how much effort this will take to implement.

stronger guns
different guns
more guns

also freedom, if that's not the selling point then you aren't allowed to use it when it gets merged
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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: Gunsmithing; And how it works

Post by D&B » #223197

I support this because it brings my dream of playing with a piece of shit rifle stuck in lava land with fortunate son playing in the background as I wait for ash walkers to try to enter the mining station while we order a bsa strike from RnD closer
Spoiler:
[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
[20:26:39]ADMIN: PM: [censored]->[censored admin]: Alright, no problem. I have some input. Fuck my boy pussy.
[20:27:06]ADMIN: PM: [censored admin]->[censored]: Okay then. Have fun.
[20:31:29]ADMIN: PM: [censored admin]->[censored]: Excuse me?
J_Madison wrote: that's a stupid fucking stat
you don't play, you've never played
lying little shit with your bullshit stat
fuck you
ColonicAcid wrote:and with enough practise i too could blow my own dick so well that only the gods know how it feels.
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iamgoofball
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Joined: Fri Apr 18, 2014 5:50 pm
Byond Username: Iamgoofball
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Re: Gunsmithing; And how it works

Post by iamgoofball » #239314

Code: Select all

/obj/machinery/r_n_d/protolathe/gunlathe
	name = "Gunlathe"
	desc = "A picture on the side depicts a gavel smacking against a wooden board. Below, it reads in a childish scrawl: 'the crime ends here!!!'"
	icon_state = "protolathe"
	flags = OPENCONTAINER
	categories = list("Guncrafting Parts")
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