armory expanded

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John_Oxford
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armory expanded

Post by John_Oxford » #315322

so if i made a fully fleshed out weapon rework based on a modular codeset, assigning weapon values to every gun

then made seperate arms companies that all created their own types of guns (scarbrough for instance which makes c20s and the safe)

then had like three competeting arms companies all creating new different types of guns

this would also replace tasers, each of the 3 companies would have their own kind of tasers, and the captain would be able to pick at round start which company he wanted to stock the armory with, doing this put up a annoucement that the captain has signed a weapons deal and that all the weapons would be bluespaced into the armory.

that and maybe have a game mode where 3 on station arms dealers each have a goal to amass 15000 credits and exit the station alive? (preventing them from killing crew but allowing them to kill other arms dealers discretely)
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Reece
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Re: armory expanded

Post by Reece » #315324

But would you A) have the patience and energy to do this and B) have the clout to get this change through?
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christ110
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Re: armory expanded

Post by christ110 » #315326

thats actually... a fun idea.
you could even allow the captain ask for an emergency shipment, which is a shuttle docking at the ferry/gulag/whiteship dock that is carrying guns for security, except it costs an arm and a leg compared to cargo gun prices.
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Re: armory expanded

Post by John_Oxford » #315328

i have the patience and energy to balance and sprite this but of course i still need a coder whos willing to completely scrap gun code and redo it into a modular system

i'll flesh out the design thread sometime tonight or tomorrow, scarbrough is going to be one of the three major companies, will post a vote for the names of the other two.

one will be a good mix between advanced technology and age old ballistics (smart guns/advanced alloys) that being scarbrough
one will be more focused on alien and energy weapons ( plasma repeaters/ion rifles ect)
one will be focused solely on exporting and creating weapons that have that deep rustic tested and trued design of brute force big shell ballistics (think 40k and the soviet union)

im thinking maybe 40 guns a company? totalling 120?

20 standard - 5 SMGs, 5 LMGs, 3 sniper rifles, 2 explosive weapons (GL/RPG variation) 5 experimental weapons (inanely overpowered and hard to obtain)

each weapon will have a focus on the companies philosophy, in regards to if its energy, advanced ballistics, or old ballistics

for instance, if the energy company made a RPG, it would resemble something of the fuel rod cannon from halo reach
the advanced ballistics company would resemble something towards a LAW, but bigger and with a sturdy targeting system
the old ballistics company would be something along the lines of a panzerfaust but with four barrels instead of one.
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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: armory expanded

Post by kevinz000 » #315341

Oxford; not paying attention when we tried guncrafting
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Re: armory expanded

Post by John_Oxford » #315451

its another kevin talks about things he doesn't understand

maybe i said it the wrong way, this isn't gun crafting this is just adding more guns to the game

you're the problem kev, read the fucking fourm post you nigger
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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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kevinz000
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Re: armory expanded

Post by kevinz000 » #315482

"so if i made a fully fleshed out weapon rework based on a modular codeset, assigning weapon values to every gun"

also this is basically "lets give guns to security so the captain can minmax every round"
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Re: armory expanded

Post by John_Oxford » #315489

kevinz000 wrote:"so if i made a fully fleshed out weapon rework based on a modular codeset, assigning weapon values to every gun"

also this is basically "lets give guns to security so the captain can minmax every round"

the ammount of guns would be the same they would just be different variations
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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: armory expanded

Post by Professor Hangar » #315574

Best to keep the guns having simple, easy to remember names at least, leave the flavour for examinations.
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Re: armory expanded

Post by Wyzack » #315607

What makes this different from the other times you tried to rework guns and were told no/no one volunteered to code it?
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Re: armory expanded

Post by John_Oxford » #315680

Wyzack wrote:What makes this different from the other times you tried to rework guns and were told no/no one volunteered to code it?
none thats why its in ideas and not ntr
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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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Nabski
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Re: armory expanded

Post by Nabski » #316159

This bugs me that you would have different companies making the different weapons. The entire point of NT vs syndicate is that NT is it's own company where the syndicate is a bunch of different independent ones.

We're a strong independent station who don't need no subcontractors! (Ok spider clan and russians, we'll take some cargo from you too)

(Thread Derail Successful!)
Last edited by Nabski on Wed Jul 12, 2017 1:56 pm, edited 1 time in total.
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DemonFiren
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Re: armory expanded

Post by DemonFiren » #316160

the vault safe is made by scarborough arms
the odysseus is made by vey-med
the hypospray is also not a nt product
i could find more examples if i went diving i guess
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Anonmare
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Re: armory expanded

Post by Anonmare » #316161

I presume some of those companies are subsidiaries.

Although it would be like NT to contract the people shooting them to make the safes that store their valuables and the food their crews eat.
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Re: armory expanded

Post by DemonFiren » #316166

and of course there's resident meme companies antyphun corp (straitjackets) and uhang inc (pepperspray)
and the chem implant which is made by robust corp
and who could forget tyranny of honk, inc, manufacturer of HONK
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Re: armory expanded

Post by Not-Dorsidarf » #316167

Or, you know, Donk Pockets. NT is exactly the kind of organisation that buys food from the people who occasionally send nuclear-armed strike forces to destroy everything they own.
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Anonmare
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Re: armory expanded

Post by Anonmare » #316168

Nanotrasen is, canonically, a bunch of incompetent, corrupt morons that only keep existing by virtue of being too big to fail.
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Re: armory expanded

Post by Steelpoint » #316260

Last I checked NanoTrasen does not even own the Cloning Machines, they are a very recent invention made by another third party corporation and NT decided to buy a bunch for Centcom and SS13.
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Re: armory expanded

Post by DemonFiren » #316266

Steelpoint wrote:Last I checked NanoTrasen does not even own the Cloning Machines, they are a very recent invention made by another third party corporation and NT decided to buy a bunch for Centcom and SS13.
[centration needed]
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Re: armory expanded

Post by Armhulen » #316272

Steelpoint wrote:Last I checked NanoTrasen does not even own the Cloning Machines, they are a very recent invention made by another third party corporation and NT decided to buy a bunch for Centcom and SS13.
[centration needed]
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