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Re: Gunsmithing; And how it works

Posted: Sat Apr 11, 2015 5:10 pm
by Gamarr

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.

Re: Gunsmithing; And how it works

Posted: Sat Apr 11, 2015 11:15 pm
by John_Oxford
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.

Re: Gunsmithing; And how it works

Posted: Sun Apr 12, 2015 9:12 am
by ClumsyAlcoholic
Then give guns to the assistants.

Re: Gunsmithing; And how it works

Posted: Wed Apr 15, 2015 6:32 pm
by sirnat
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.

Re: Gunsmithing; And how it works

Posted: Wed Apr 15, 2015 11:36 pm
by John_Oxford
Instead of a job ban, Maybe doing so is perma-brigable,


OOOORRRR

We could have a white-list for the job.

Re: Gunsmithing; And how it works

Posted: Wed Apr 15, 2015 11:38 pm
by John_Oxford
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

Re: Gunsmithing; And how it works

Posted: Thu Apr 16, 2015 1:07 am
by Scones
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

Re: Gunsmithing; And how it works

Posted: Thu Apr 16, 2015 4:55 pm
by sirnat
If I knew how to code, I'd do it.. Is it even hard to learn the code for SS13?

Re: Gunsmithing; And how it works

Posted: Thu Apr 16, 2015 8:45 pm
by John_Oxford
@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.

Re: Gunsmithing; And how it works

Posted: Thu Apr 23, 2015 9:29 pm
by Ezel
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

Re: Gunsmithing; And how it works

Posted: Thu May 26, 2016 5:10 pm
by Digdugxx
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.

Re: Gunsmithing; And how it works

Posted: Thu May 26, 2016 5:47 pm
by Anonmare
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.

Re: Gunsmithing; And how it works

Posted: Fri May 27, 2016 12:57 am
by PKPenguin321
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.

Re: Gunsmithing; And how it works

Posted: Fri May 27, 2016 4:00 am
by Ezel
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

Re: Gunsmithing; And how it works

Posted: Fri May 27, 2016 4:51 am
by iamgoofball
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.

Re: Gunsmithing; And how it works

Posted: Fri May 27, 2016 5:01 am
by Incomptinence
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.

Re: Gunsmithing; And how it works

Posted: Fri May 27, 2016 4:16 pm
by Armhulen
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.

Re: Gunsmithing; And how it works

Posted: Fri May 27, 2016 4:26 pm
by paprika
This is dumb

Space station doesn't need gunsmithing

It's a nice concept but not for this game

Re: Gunsmithing; And how it works

Posted: Sat May 28, 2016 4:21 am
by PKPenguin321
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

Re: Gunsmithing; And how it works

Posted: Sat May 28, 2016 12:37 pm
by Incomptinence
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.

Re: Gunsmithing; And how it works

Posted: Sat May 28, 2016 5:37 pm
by paprika
no thx, nanotrasen is canon energy weapons based primarily so this would ruin that plus it's not a very imaginative or useful feature

Re: Gunsmithing; And how it works

Posted: Sat May 28, 2016 5:53 pm
by TechnoAlchemist
Someone ressed this year old thread it's already been decided this isn't a thing

Re: Gunsmithing; And how it works

Posted: Sat May 28, 2016 8:24 pm
by iamgoofball
i'll code this one of these days

Re: Gunsmithing; And how it works

Posted: Sat Jun 04, 2016 3:57 pm
by ClumsyAlcoholic
archangel did this and it turned out okay, only got shotguns up though

Re: Gunsmithing; And how it works

Posted: Wed Jun 15, 2016 1:03 pm
by John_Oxford
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.

Re: Gunsmithing; And how it works

Posted: Fri Jun 17, 2016 12:00 am
by Ezel
Soon

Re: Gunsmithing; And how it works

Posted: Fri Jul 08, 2016 11:06 pm
by iamgoofball
Image

Re: Gunsmithing; And how it works

Posted: Sat Jul 09, 2016 3:25 am
by kevinz000
goddamnit goofball.

Re: Gunsmithing; And how it works

Posted: Sat Jul 09, 2016 3:25 am
by Wyzack
HAbbening status: Habbening

Re: Gunsmithing; And how it works

Posted: Fri Sep 02, 2016 4:47 pm
by calzilla1
Wyzack wrote:HAbbening status: Habbening
Habbening status: gun code bad :(, time to work on frememon! status
Spoiler:
yes, i'm still salty

Re: Gunsmithing; And how it works

Posted: Fri Sep 02, 2016 5:13 pm
by John_Oxford
ayy

Re: Gunsmithing; And how it works

Posted: Fri Sep 02, 2016 8:31 pm
by Gun Hog
Goof gave up. The dream is dead, John.

Re: Gunsmithing; And how it works

Posted: Fri Sep 02, 2016 10:44 pm
by John_Oxford
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)

Re: Gunsmithing; And how it works

Posted: Sat Sep 03, 2016 6:01 am
by calzilla1
I say confine goofy goober to the shed until he completes a project (and not half assidly)

Re: Gunsmithing; And how it works

Posted: Sat Sep 03, 2016 8:19 am
by Gamarr
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.

Re: Gunsmithing; And how it works

Posted: Sat Sep 03, 2016 5:25 pm
by PlaugeWalker
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.

Re: Gunsmithing; And how it works

Posted: Sun Sep 04, 2016 1:32 am
by John_Oxford
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

Re: Gunsmithing; And how it works

Posted: Sun Sep 04, 2016 2:11 am
by TechnoAlchemist
Of all the posts I've seen on this forum that one you just coded is the least believable

Re: Gunsmithing; And how it works

Posted: Wed Nov 02, 2016 7:29 am
by Danowar
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.

Re: Gunsmithing; And how it works

Posted: Wed Nov 02, 2016 11:48 am
by CPTANT
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.

Re: Gunsmithing; And how it works

Posted: Wed Nov 02, 2016 4:26 pm
by kevinz000
Necro. After two months.

Re: Gunsmithing; And how it works

Posted: Wed Nov 02, 2016 5:11 pm
by Armhulen
not bad

Re: Gunsmithing; And how it works

Posted: Wed Nov 02, 2016 10:27 pm
by John_Oxford
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

Re: Gunsmithing; And how it works

Posted: Thu Nov 03, 2016 12:08 am
by D&B
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

Re: Gunsmithing; And how it works

Posted: Thu Dec 29, 2016 6:09 am
by iamgoofball

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")