Gunsmithing vs Circuits

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John_Oxford
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Gunsmithing vs Circuits

Post by John_Oxford » #362403

>gunsmithing
>incredibly complex
>tedious
>no one would use it unless they knew how
>its incredibly powerful by people who know how to use it

>circuts
>incredibly complex
>tedious
>no one would use it unless they knew how
>its incredibly powerful by people who know how to use it

-thinking-
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Re: Gunsmithing vs Circuits

Post by captain sawrge » #362455

OK code it then
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Re: Gunsmithing vs Circuits

Post by calzilla1 » #362479

captain sawrge wrote:OK code it then
He did you dumb head
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Re: Gunsmithing vs Circuits

Post by John_Oxford » #362509

calzilla1 wrote:
captain sawrge wrote:OK code it then
He did you dumb head
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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 vs Circuits

Post by captain sawrge » #362525

then PR it
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Re: Gunsmithing vs Circuits

Post by John_Oxford » #362532

John_Oxford wrote:
calzilla1 wrote:
captain sawrge wrote:OK code it then
He did you dumb head
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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 vs Circuits

Post by Xhuis » #362538

the literal purpose of guns from the point at which they were conceived in real life was solely to kill and cause violence while dynamic circuits let you build interesting robots and machines that do interesting things beyond killing other players
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Re: Gunsmithing vs Circuits

Post by imblyings » #362546

why didn't you code guns that could heal people, or mine, or shout aaaaaah then hmm?
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Re: Gunsmithing vs Circuits

Post by XDTM » #362583

Seriously, guns are only useful either to antags or to antag-hunt and would make the builders try to find an excuse to try them out on victims.
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Re: Gunsmithing vs Circuits

Post by kevinz000 » #362743

John_Oxford wrote:
John_Oxford wrote:
calzilla1 wrote:
captain sawrge wrote:OK code it then
He did you dumb head
a joke PR without content isn't coding.
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Re: Gunsmithing vs Circuits

Post by PKPenguin321 » #362750

>guncrafting
>only objective is to make a good murder weapon
>certain components are better at murdering than others
>use only the best parts every time
>system has no depth

>circuits
>no predefined objective
>lots of potential
>lack of objective means there isn't really a best or worst component
>significant depth
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Re: Gunsmithing vs Circuits

Post by John_Oxford » #362752

>literally made threads dictating the addition of medibeams and their different functionalities, how you could have one that we're more mechnical orriented nanobots, that healed mechs and borgs, how you could have additional canisters for the medibeam guns that gave you more storage and a faster heal rate

>literally made threads dictating a rotating banana cannon with a laser guided pie thrower

>literally explained modular landmines, allowing you to put chemicals in there (healing chemicals if you wanted to)

>drifted from gunsmithing in one thread and explained autoinjectors you could wear and attach a health analyzer to that would inject whatever chemical it contained when you reached a certain damage level.

>literally made a thread solely explaining the purpose of mech equipment and mech weapons, then made another one explaining how to overhaul mechs, then made another one explaining in depth how to overhaul the ore used to make mechs.


and you want to say no depth.

a gun is a tool, it's up to the person to determine the use of it. all i'm doing is letting you change the functionality to make it either better at killing, or making it useful for another purpose other than killing, all while balancing the cost and values of each of the parts used in the gun.

but muh circuts

pls try again
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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 vs Circuits

Post by John_Oxford » #362753

right now, even if gunsmithing wasn't added, guns are literally still only used to kill people or stun people so you can kill them later or put them in a 3x3 box for ten minutes.
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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 vs Circuits

Post by Incomptinence » #362770

As bad as gunsmithing was it didn't create damage immune turrets or damage immune suicide bomber bots.
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Re: Gunsmithing vs Circuits

Post by FantasticFwoosh » #362857

Oranges-chan you are a gift that keeps on passively aggressively giving. Don't change, Для хорошего здоровья!.

In short to recap my needlessly deleted post concisely as possible besides joking around, missed opportunity to use circuits to create factories in the assembly of weapons and send the devolved weapon parts to be printable from department lathes whilst the robot programmed & constructed weapons are deconstructed for tech, mass production & exportation in cargo for points (nonlethal & black market lethal specified weapons)

Robots able to use safer weapon part custom design guns, and security can natively specialise their equipment by asking science to research better parts and print if off their own lathe safely without wrenching it out of science's cold dead hands. That and coders lean towards circuits preferentially because its something easy that they already have forward experience of and will use to meta-dominate the position as already established.

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Re: Gunsmithing vs Circuits

Post by PathOfChaos1 » #363655

The circuits is in because it lets coders waste time in game to code some more. They are even complaining about the time sync, and wanting to include a save state/library/import system so they don't even have to waste time.

Gun smithing was cooler, because it allowed people to make more interesting weapons, and useables besides just whats available. It also allowed mech integration, and more comedic fun. With gun smithing you could slam gun parts together and make something *fun* while with this I have to learn to code. You know what wasn't fun for people? Telescience. No one, but the people who are innately good at it, or people just pulling from the copy paste library/using the tele-sci calculator. Also see Telecoms scripting. Though that had its own Byond related issues.

I wish gun smithing was in over this.

Work in melee smithing as well please. I would love to be a Doctor with a loud obnoxious heal stick as well.
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Re: Gunsmithing vs Circuits

Post by PantherPusher » #363722

PathOfChaos1 wrote:
Work in melee smithing as well please. I would love to be a Doctor with a loud obnoxious heal stick as well.
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Re: Gunsmithing vs Circuits

Post by SpaceInaba » #363771

why would anybody even want a healing landmine
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Re: Gunsmithing vs Circuits

Post by Qbopper » #363773

SpaceInaba wrote:why would anybody even want a healing landmine
could be useful for blobs or stuff like that where you need quick and dirty aoe heals

Also the idea of a landmine being healthy is endlessly hilarious to me
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Re: Gunsmithing vs Circuits

Post by Limey » #363774

SpaceInaba wrote:why would anybody even want a healing landmine
I may have been blown several feet away and my body is probably mangled but all of my burn damage is gone and praise the coderbus for that
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Re: Gunsmithing vs Circuits

Post by BeeSting12 » #363775

its like in theory syringe guns can be used for healing but in reality im murdering the guy who shot me until i find out if it was good or bad
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Re: Gunsmithing vs Circuits

Post by SpaceInaba » #363776

Qbopper wrote:
SpaceInaba wrote:why would anybody even want a healing landmine
could be useful for blobs or stuff like that where you need quick and dirty aoe heals

Also the idea of a landmine being healthy is endlessly hilarious to me
yeah but dont we already have grenades
like landmines are cool and all but why would you need a healing bomb that you have to step on when you can just throw it at people
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Re: Gunsmithing vs Circuits

Post by XDTM » #363867

Qbopper wrote:
SpaceInaba wrote:why would anybody even want a healing landmine
could be useful for blobs or stuff like that where you need quick and dirty aoe heals

Also the idea of a landmine being healthy is endlessly hilarious to me
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Re: Gunsmithing vs Circuits

Post by delaron » #363876

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Re: Gunsmithing vs Circuits

Post by IkeTG » #363885

SpaceInaba wrote:why would anybody even want a healing landmine
funny science shit that doesn't make sense is the sort of thing ss13 lives and breathes, stepping on a landmine to get heals is the exact sorta thing that would give combat some charm
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Re: Gunsmithing vs Circuits

Post by John_Oxford » #363941

but coderbus doesn't like gunsmithing and goof ruined any and all hopes of it being merged because "ree modulr parts da commonity matirns et"
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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 vs Circuits

Post by Gun Hog » #364039

John_Oxford wrote:but coderbus doesn't like gunsmithing and goof ruined any and all hopes of it being merged because "ree modulr parts da commonity matirns et"
Gunsmithing was not a bad concept, John Oxford! The version that failed had significant balancing issues, such as allowing for burst-fire disabler pistols. Also, Gunsmithing is primary a Security update - we all know that Security is a dangerous potato to touch. I feel that Gunsmithing could work, but it would take an extreme amount of balancing work due to it essentially rebuilding the game's ranged combat system.
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Re: Gunsmithing vs Circuits

Post by Kel-the-Oblivious » #364094

A few thoughts on this. First off, introduce more improvised weapons using the modular receiver. It's modular, but you can only make one gun with it. What? Let it be used to make zip guns, old school one shot wired tasers, ghetto disablers or lasers. Put that under used resource to work.

As for making weapons more awesome, just introduce weapon modification modules for guns, like the Proto Kinetic uses. 30% capacity for an extra taser shot, 40% for a one shot underslung shotgun, 100% for an AoE taser stun, what have you. Could pimp out so many weapons with minor to major tweaks with module kits. Lock them in the protolathe, give them to operatives in single upgrades or random bundles. You could go hog fucking wild with them, add ones for every single gun if you wanted, scatter them about. I can tell you, security would love the miner who brought them some blueprints for a disabler shotgun module. Be a better tendril loot item than the fucking resonator module.

There is plenty of pre-existing stuff lying around that you could easily use it as a framework for improving weapons and spicing things up, without having to design the entire system.
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Re: Gunsmithing vs Circuits

Post by Cobby » #365275

Guncrafting would have worked if Goof wasn’t the design guy behind such a large balance change
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Re: Gunsmithing vs Circuits

Post by Selea » #365282

I like idea of gunsmithing.
Honestly,I like idea to make modular EVERYTHING.from guns and devices to every single machine.
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Re: Gunsmithing vs Circuits

Post by John_Oxford » #365367

Selea wrote:I like idea of gunsmithing.
Honestly,I like idea to make modular EVERYTHING.from guns and devices to every single machine.
this accurately represents a perfect ss13.


it simulates how everyone felt the first time they logged in. such a daunting level of things to master and understand, the mystery of not being able to play every job in the game with your eyes closed.

the mystery of not being bored in eco 303 and drawing a to scale weight exact copy of boxstation and labeling all the departments.

the mystery of not minmaxing everything or being upset when someone fucks up your minmaxing.

the mystery of being able to play, and actually having actual concern for what happened because you had done so much, and truely not knowing what was going to happen next.


i just want that game back.
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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 vs Circuits

Post by oranges » #365457

try quitting then retard
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Re: Gunsmithing vs Circuits

Post by Selea » #365470

wait.Have you coded guns, or just dreaming about it?
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